mirror of
https://github.com/MaSzyna-EU07/maszyna.git
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142 lines
3.1 KiB
GLSL
142 lines
3.1 KiB
GLSL
#version 330
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const uint LIGHT_SPOT = 0U;
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const uint LIGHT_POINT = 1U;
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const uint LIGHT_DIR = 2U;
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struct light_s
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{
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vec3 pos;
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uint type;
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vec3 dir;
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float in_cutoff;
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vec3 color;
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float out_cutoff;
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float linear;
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float quadratic;
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};
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in vec3 f_normal;
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in vec2 f_coord;
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in vec3 f_pos;
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in vec4 f_light_pos;
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out vec4 color;
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uniform sampler2D tex;
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uniform sampler2DShadow shadowmap;
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uniform vec3 emission;
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uniform float specular;
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layout(std140) uniform ubodata
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{
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vec3 ambient;
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float fog_density;
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vec3 fog_color;
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uint lights_count;
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light_s lights[8];
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};
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float calc_shadow()
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{
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vec3 coords = f_light_pos.xyz;
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float bias = clamp(0.0025*tan(acos(clamp(dot(f_normal, -lights[0].dir), 0.0, 1.0))), 0, 0.01);
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//sampler PCF
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//float shadow = texture(shadowmap, vec3(coords.xy, coords.z - bias));
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//sampler PCF + PCF
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float shadow = 0.0;
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vec2 texel = 1.0 / textureSize(shadowmap, 0);
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for (float y = -1.5; y <= 1.5; y += 1.0)
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for (float x = -1.5; x <= 1.5; x += 1.0)
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shadow += texture(shadowmap, coords.xyz + vec3(vec2(x, y) * texel, -bias));
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shadow /= 16.0;
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return shadow;
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}
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vec3 apply_fog(vec3 color)
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{
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float sun_amount = 0.0;
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if (lights_count >= 1U && lights[0].type == LIGHT_DIR)
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sun_amount = max(dot(normalize(f_pos), normalize(-lights[0].dir)), 0.0);
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vec3 fog_color_v = mix(fog_color, lights[0].color, pow(sun_amount, 30.0));
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float fog_amount_v = 1.0 - min(1.0, exp(-length(f_pos) * fog_density));
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return mix(color, fog_color_v, fog_amount_v);
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}
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float calc_light(vec3 light_dir)
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{
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vec3 normal = normalize(f_normal);
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float diffuse_v = max(dot(normal, light_dir), 0.0);
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float specular_v = pow(max(dot(normal, halfway_dir), 0.0), 15.0) * specular;
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return specular_v + diffuse_v;
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}
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float calc_point_light(light_s light)
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{
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vec3 light_dir = normalize(light.pos - f_pos);
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float val = calc_light(light_dir);
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float distance = length(light.pos - f_pos);
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float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
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return val * atten;
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}
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float calc_spot_light(light_s light)
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{
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vec3 light_dir = normalize(light.pos - f_pos);
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float theta = dot(light_dir, normalize(-light.dir));
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float epsilon = light.in_cutoff - light.out_cutoff;
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float intensity = clamp((theta - light.out_cutoff) / epsilon, 0.0, 1.0);
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float point = calc_point_light(light);
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return point * intensity;
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}
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float calc_dir_light(light_s light)
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{
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vec3 light_dir = normalize(-light.dir);
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return calc_light(light_dir);
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}
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void main()
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{
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float shadow = calc_shadow();
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vec3 result = ambient * 0.3 + emission;
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for (uint i = 0U; i < lights_count; i++)
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{
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light_s light = lights[i];
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float part = 0.0;
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if (light.type == LIGHT_SPOT)
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part = calc_spot_light(light);
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else if (light.type == LIGHT_POINT)
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part = calc_point_light(light);
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else if (light.type == LIGHT_DIR)
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part = calc_dir_light(light);
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if (i == 0U)
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part *= shadow;
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result += light.color * part;
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}
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vec4 tex_color = texture(tex, f_coord);
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vec3 c = apply_fog(result * tex_color.xyz);
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//color = vec4(c / (c + vec3(1.0)), tex_color.w);
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color = vec4(c, tex_color.w);
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}
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