float calc_shadow() { vec3 coords = f_light_pos.xyz / f_light_pos.w; if (coords.z > 1.0f) return 1.0f; float bias = 0.0f; //sampler PCF //float shadow = texture(shadowmap, vec3(coords.xy, coords.z - bias)); //sampler PCF + PCF float shadow = 0.0; vec2 texel = 1.0 / textureSize(shadowmap, 0); for (float y = -1.5; y <= 1.5; y += 1.0) for (float x = -1.5; x <= 1.5; x += 1.0) shadow += texture(shadowmap, coords.xyz + vec3(vec2(x, y) * texel, -bias)); shadow /= 16.0; return shadow; } vec3 apply_fog(vec3 color) { float sun_amount = 0.0; if (lights_count >= 1U && lights[0].type == LIGHT_DIR) sun_amount = max(dot(normalize(f_pos), normalize(-lights[0].dir)), 0.0); vec3 fog_color_v = mix(fog_color, lights[0].color, pow(sun_amount, 30.0)); float fog_amount_v = 1.0 - min(1.0, exp(-length(f_pos) * fog_density)); return mix(color, fog_color_v, fog_amount_v); } // [0] - diffuse, [1] - specular // do magic here vec2 calc_light(vec3 light_dir) { #ifdef NORMALMAP vec3 normal = f_tbn * normalize(texture(normalmap, f_coord).rgb * 2.0 - 1.0); #else vec3 normal = normalize(f_normal); #endif vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos); vec3 halfway_dir = normalize(light_dir + view_dir); float diffuse_v = max(dot(normal, light_dir), 0.0); float specular_v = pow(max(dot(normal, halfway_dir), 0.0), 15.0); return vec2(diffuse_v, specular_v); } vec2 calc_point_light(light_s light) { vec3 light_dir = normalize(light.pos - f_pos); vec2 val = calc_light(light_dir); float distance = length(light.pos - f_pos); float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); return val * atten; } vec2 calc_spot_light(light_s light) { vec3 light_dir = normalize(light.pos - f_pos); float theta = dot(light_dir, normalize(-light.dir)); float epsilon = light.in_cutoff - light.out_cutoff; float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0); vec2 point = calc_point_light(light); return point * intensity; } vec2 calc_dir_light(light_s light) { vec3 light_dir = normalize(-light.dir); return calc_light(light_dir); }