#version 330 const uint LIGHT_SPOT = 0U; const uint LIGHT_POINT = 1U; const uint LIGHT_DIR = 2U; struct light_s { vec3 pos; uint type; vec3 dir; float in_cutoff; vec3 color; float out_cutoff; float linear; float quadratic; }; in vec3 f_normal; in vec3 f_pos; in vec4 f_light_pos; out vec4 o_color; uniform sampler2DShadow shadowmap; uniform vec4 color; uniform vec3 emission; uniform float specular; layout(std140) uniform ubodata { vec3 ambient; float fog_density; vec3 fog_color; uint lights_count; light_s lights[8]; }; float calc_shadow() { vec3 coords = f_light_pos.xyz; float bias = clamp(0.0025*tan(acos(clamp(dot(f_normal, -lights[0].dir), 0.0, 1.0))), 0, 0.01); //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); } float calc_light(vec3 light_dir) { vec3 normal = normalize(f_normal); 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) * specular; return specular_v + diffuse_v; } float calc_point_light(light_s light) { vec3 light_dir = normalize(light.pos - f_pos); float 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; } float 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); float point = calc_point_light(light); return point * intensity; } float calc_dir_light(light_s light) { vec3 light_dir = normalize(-light.dir); return calc_light(light_dir); } void main() { float shadow = calc_shadow(); vec3 result = ambient * 0.3 + emission; for (uint i = 0U; i < lights_count; i++) { light_s light = lights[i]; float part = 0.0; if (light.type == LIGHT_SPOT) part = calc_spot_light(light); else if (light.type == LIGHT_POINT) part = calc_point_light(light); else if (light.type == LIGHT_DIR) part = calc_dir_light(light); if (i == 0U) part *= shadow; result += light.color * part; } o_color = vec4(apply_fog(result * color.xyz), color.w); }