mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
149 lines
4.4 KiB
GLSL
149 lines
4.4 KiB
GLSL
in vec3 f_normal;
|
|
in vec2 f_coord;
|
|
in vec4 f_pos;
|
|
in mat3 f_tbn; //tangent matrix nietransponowany; mnożyć przez f_tbn dla TangentLightPos; TangentViewPos; TangentFragPos;
|
|
in vec4 f_light_pos;
|
|
in vec4 f_clip_pos;
|
|
in vec4 f_clip_future_pos;
|
|
in vec3 TangentFragPos;
|
|
|
|
#include <common>
|
|
|
|
layout(location = 0) out vec4 out_color;
|
|
#if MOTIONBLUR_ENABLED
|
|
layout(location = 1) out vec4 out_motion;
|
|
#endif
|
|
|
|
#param (color, 0, 0, 4, diffuse)
|
|
#param (diffuse, 1, 0, 1, diffuse)
|
|
#param (specular, 1, 1, 1, specular)
|
|
#param (reflection, 1, 2, 1, zero)
|
|
#param (height_scale, 2, 1, 1, zero)
|
|
#param (height_offset, 2, 2, 1, zero)
|
|
|
|
#texture (diffuse, 0, sRGB_A)
|
|
uniform sampler2D diffuse;
|
|
|
|
#texture (normalmap, 1, RGBA)
|
|
uniform sampler2D normalmap;
|
|
|
|
#if SHADOWMAP_ENABLED
|
|
uniform sampler2DShadow shadowmap;
|
|
#endif
|
|
|
|
#if ENVMAP_ENABLED
|
|
uniform samplerCube envmap;
|
|
#endif
|
|
|
|
vec3 normal_p;
|
|
#define PARALLAX
|
|
#include <light_common.glsl>
|
|
#include <tonemapping.glsl>
|
|
|
|
vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir);
|
|
|
|
void main()
|
|
{
|
|
//parallex mapping
|
|
vec3 viewDir = normalize(vec3(0.0f, 0.0f, 0.0f) - TangentFragPos); //tangent view pos - tangent frag pos
|
|
vec2 f_coord_p = ParallaxMapping(f_coord, viewDir);
|
|
|
|
vec4 tex_color = texture(diffuse, f_coord_p);
|
|
|
|
if (tex_color.a < opacity)
|
|
discard;
|
|
vec3 normal;
|
|
normal.xy = (texture(normalmap, f_coord_p).rg * 2.0 - 1.0);
|
|
normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
|
|
normal_p = normalize(f_tbn * normalize(normal.xyz));
|
|
vec3 refvec = reflect(f_pos.xyz, normal_p);
|
|
#if ENVMAP_ENABLED
|
|
vec3 envcolor = texture(envmap, refvec).rgb;
|
|
#else
|
|
vec3 envcolor = vec3(0.5);
|
|
#endif
|
|
|
|
vec3 result = ambient * 0.5 + param[0].rgb * emission;
|
|
|
|
if (lights_count > 0U)
|
|
{
|
|
vec2 part = calc_dir_light(lights[0]);
|
|
vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color;
|
|
result += mix(c, envcolor, param[1].z * texture(normalmap, f_coord_p).a);
|
|
}
|
|
|
|
for (uint i = 1U; i < lights_count; i++)
|
|
{
|
|
light_s light = lights[i];
|
|
vec2 part = vec2(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);
|
|
|
|
result += light.color * (part.x * param[1].x + part.y * param[1].y);
|
|
}
|
|
|
|
vec4 color = vec4(apply_fog(result * tex_color.rgb), tex_color.a * alpha_mult);
|
|
#if POSTFX_ENABLED
|
|
out_color = color;
|
|
#else
|
|
out_color = tonemap(color);
|
|
#endif
|
|
#if MOTIONBLUR_ENABLED
|
|
{
|
|
vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
|
|
vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
|
|
|
|
out_motion = vec4(a - b, 0.0f, 0.0f);
|
|
}
|
|
#endif
|
|
}
|
|
vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir)
|
|
{
|
|
float pos_len = length(f_pos.xyz);
|
|
|
|
if (pos_len > 100.0) {
|
|
return f_coord;
|
|
}
|
|
|
|
#if EXTRAEFFECTS_ENABLED
|
|
const float minLayers = 8.0;
|
|
const float maxLayers = 32.0;
|
|
float LayersWeight = pos_len / 20.0;
|
|
vec2 currentTexCoords = f_coord;
|
|
float currentDepthMapValue = texture(normalmap, currentTexCoords).b;
|
|
LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewDir)),LayersWeight);
|
|
float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0)); // number of depth layers
|
|
float layerDepth = 1.0 / numLayers; // calculate the size of each layer
|
|
float currentLayerDepth = 0.0; // depth of current layer
|
|
vec2 P = viewDir.xy * param[2].y; // the amount to shift the texture coordinates per layer (from vector P)
|
|
vec2 deltaTexCoords = P / numLayers;
|
|
|
|
|
|
while(currentLayerDepth < currentDepthMapValue)
|
|
{
|
|
currentTexCoords -= deltaTexCoords; // shift texture coordinates along direction of P
|
|
currentDepthMapValue = texture(normalmap, currentTexCoords).b; // get depthmap value at current texture coordinates
|
|
currentLayerDepth += layerDepth; // get depth of next layer
|
|
}
|
|
|
|
vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get texture coordinates before collision (reverse operations)
|
|
|
|
float afterDepth = currentDepthMapValue - currentLayerDepth; // get depth after and before collision for linear interpolation
|
|
float beforeDepth = texture(normalmap, currentTexCoords).b - currentLayerDepth + layerDepth;
|
|
|
|
float weight = afterDepth / (afterDepth - beforeDepth); // interpolation of texture coordinates
|
|
vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
|
|
|
|
return finalTexCoords;
|
|
#else
|
|
float height = texture(normalmap, f_coord).b;
|
|
vec2 p = viewDir.xy / viewDir.z * (height * (param[2].y - param[2].z) * 0.2);
|
|
return f_coord - p;
|
|
#endif
|
|
}
|