Saxum/data/shader/phong.fsh

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#version 150
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in vec3 vNormal;
in vec2 vTexCoord;
in vec4 fragPosition;
in vec4 shadowCoord0;
in vec4 shadowCoord1;
in vec4 shadowCoord2;
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out vec4 oColor;
uniform sampler2D uTexture;
uniform sampler2DShadow shadowMap_directional0;
uniform sampler2DShadow shadowMap_directional1;
uniform sampler2DShadow shadowMap_directional2;
uniform samplerCubeShadow shadowMap_cube0;
uniform samplerCubeShadow shadowMap_cube1;
uniform samplerCubeShadow shadowMap_cube2;
uniform samplerCubeShadow shadowMap_cube3;
uniform samplerCubeShadow shadowMap_cube4;
uniform samplerCubeShadow shadowMap_cube5;
uniform samplerCubeShadow shadowMap_cube6;
uniform samplerCubeShadow shadowMap_cube7;
uniform samplerCubeShadow shadowMap_cube8;
uniform samplerCubeShadow shadowMap_cube9;
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uniform vec3 ambientColor;
uniform float ambientFactor;
uniform float diffuseFactor;
uniform float specularFactor;
uniform vec3 camera;
uniform float shininess;
uniform int lightCount;
uniform int maxShadowRenderCount;
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uniform vec3 directionalLightVector;
uniform vec3 directionalColor;
uniform float directionalIntensity;
uniform vec3 lightSources[32];
uniform vec3 lightColors[32];
uniform float lightIntensities[32];
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uniform bool isFlame[32];
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uniform float farPlane;
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uniform vec4 fogColorDay;
uniform vec4 fogColorRise;
uniform vec4 fogColorNight;
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uniform vec3 cameraCenter;
uniform bool movingTexture;
uniform vec2 movement;
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uniform vec2 movingTextureOffset;
uniform float time;
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vec2 poissonDisk[16] = vec2[](
vec2( -0.94201624, -0.39906216 ),
vec2( 0.94558609, -0.76890725 ),
vec2( -0.094184101, -0.92938870 ),
vec2( 0.34495938, 0.29387760 ),
vec2( -0.91588581, 0.45771432 ),
vec2( -0.81544232, -0.87912464 ),
vec2( -0.38277543, 0.27676845 ),
vec2( 0.97484398, 0.75648379 ),
vec2( 0.44323325, -0.97511554 ),
vec2( 0.53742981, -0.47373420 ),
vec2( -0.26496911, -0.41893023 ),
vec2( 0.79197514, 0.19090188 ),
vec2( -0.24188840, 0.99706507 ),
vec2( -0.81409955, 0.91437590 ),
vec2( 0.19984126, 0.78641367 ),
vec2( 0.14383161, -0.14100790 )
);
float flickerFunction(int index) {
float windPower = length(movement);
if (windPower < 0.8) {
windPower += 0.2;
}
return windPower * pow(sin((20.0/(windPower))*time + lightSources[index].x*lightSources[index].z), 2) + (1-windPower);
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}
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vec4 fogColor(float dot) {
float riseFactor = 0.0;
float dayFactor = 0.0;
if(dot<-0.52) {
riseFactor = 0.0;
}
else if (dot>0.52) {
riseFactor = 0.0;
}
else {
riseFactor = cos(3*dot);
}
if(dot<0.0) {
dayFactor = 0.0;
}
else if(dot>0.51) {
dayFactor = 1.0;
}
else {
dayFactor = sin(3*dot);
}
if (dot <0.0) {
return mix(fogColorNight, fogColorRise, riseFactor);
}
else {
return mix(fogColorRise, fogColorDay, dayFactor);
}
}
float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord, float maxBias ) {
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float visibility = 1.0;
const float stretching = 650.0;
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float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
bias = clamp(bias, 0.0, maxBias);
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for (int i=0; i<4; i++) {
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
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}
if (visibility == 1.0-(directionalIntensity/16)*4)
{
visibility = 1.0-directionalIntensity;
}
else if (visibility != 1.0) {
for (int i=0; i<12; i++) {
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
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}
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}
return visibility;
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}
float samplePointShadow(samplerCubeShadow shadowMap, vec3 lightDirection) {
float nearPlane = 0.1;
float A = -(farPlane+nearPlane)/(farPlane-nearPlane);
float B = -2*(farPlane*nearPlane)/(farPlane - nearPlane);
float compValue = 0.5*(-A*length(lightDirection) + B)/length(lightDirection) + 0.5;
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float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
bias = clamp(bias, 0.0, 0.01);
return texture(shadowMap, vec4(lightDirection , compValue - bias));
}
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float distanceToBorder(vec2 vector) {
float xDistance = min(vector.x, 1.0-vector.x);
float yDistance = min(vector.y, 1.0-vector.y);
return min(xDistance, yDistance);
}
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void main()
{
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vec3 ambientColor = ambientFactor * ambientColor;
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vec3 diffuseColor = vec3(0.0, 0.0, 0.0);
vec3 specularColor = vec3(0.0, 0.0, 0.0);
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// direction lighting
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float sunAngle = -1.0;
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if(length(directionalLightVector)>0.0f) {
vec3 directionalVector = normalize(directionalLightVector);
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sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
if ( sunAngle > -0.5) {
float directionalVisibility = 1.0f;
if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
directionalVisibility = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001);
}
else if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.0) {
float directionalVisibility0 = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001);
float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002);
directionalVisibility = mix(directionalVisibility0, directionalVisibility1, distanceToBorder(shadowCoord0.xy) * 5);
}
else {
directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002);
}
}
else if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.0) {
float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.01);
float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01);
directionalVisibility = mix(directionalVisibility1, directionalVisibility2, distanceToBorder(shadowCoord1.xy) * 5);
}
else {
directionalVisibility = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01);
}
diffuseColor += clamp(dot(normalize(vNormal), directionalVector)
*diffuseFactor*directionalIntensity*directionalColor, 0.0, 1.0)*directionalVisibility;
vec3 cameraVector = normalize(camera - vec3(fragPosition));
specularColor += clamp(pow((dot((cameraVector+directionalVector),normalize(vNormal))/
(length(cameraVector+directionalVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
*specularFactor*directionalIntensity*directionalColor*directionalVisibility;
}
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}
// point lights
float visibility = 1.0;
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for(int i = 0; i<lightCount; i++) {
vec3 lightDirection = vec3(fragPosition) - lightSources[i];
float distance = length(lightDirection);
float pointVisibility = 1.0f;
// only take lights into account with meaningful contribution
if (distance < farPlane) {
if (i == 0 && i<maxShadowRenderCount) {
pointVisibility = samplePointShadow(shadowMap_cube0, lightDirection);
}
if (i == 1 && i<maxShadowRenderCount) {
pointVisibility = samplePointShadow(shadowMap_cube1, lightDirection);
}
if (i == 2 && i<maxShadowRenderCount) {
pointVisibility = samplePointShadow(shadowMap_cube2, lightDirection);
}
if (i == 3 && i<maxShadowRenderCount) {
pointVisibility = samplePointShadow(shadowMap_cube3, lightDirection);
}
if (i == 4 && i<maxShadowRenderCount) {
pointVisibility = samplePointShadow(shadowMap_cube4, lightDirection);
}
if (i == 5 && i<maxShadowRenderCount) {
pointVisibility = samplePointShadow(shadowMap_cube5, lightDirection);
}
if (i == 6 && i<maxShadowRenderCount) {
pointVisibility = samplePointShadow(shadowMap_cube6, lightDirection);
}
if (i == 7 && i<maxShadowRenderCount) {
pointVisibility = samplePointShadow(shadowMap_cube7, lightDirection);
}
if (i == 8 && i<maxShadowRenderCount) {
pointVisibility = samplePointShadow(shadowMap_cube8, lightDirection);
}
if (i == 9 && i<maxShadowRenderCount) {
pointVisibility = samplePointShadow(shadowMap_cube9, lightDirection);
}
vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition));
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float intensity = 0.0f;
if (isFlame[i] == true) {
intensity = clamp(exp(-(1/(lightIntensities[i] + flickerFunction(i)))*distance), 0.0, 1.0);
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}
else {
intensity = clamp(exp(-(1/lightIntensities[i])*distance), 0.0, 1.0);
}
diffuseColor += clamp(dot(normalize(vNormal), lightVector)
*diffuseFactor*intensity*lightColors[i], 0.0, 1.0)*pointVisibility;
vec3 cameraVector = normalize(camera - vec3(fragPosition));
specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/
(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
*specularFactor*intensity*lightColors[i]*pointVisibility;
}
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}
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vec3 finalColor = specularColor + diffuseColor + ambientColor;
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float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition));
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float fogFactor = clamp((1.0 - ((farPlane - 35.0) -distanceCameraCenter)/30.0), 0.0, 1.0);
fogFactor *= clamp((1.0-((fragPosition.y-40.0)/30.0)), 0.0, 1.0);
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vec4 textureColor = vec4(0.0, 0.0, 0.0, 1.0);
if (movingTexture == true) {
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textureColor = texture(uTexture, vec2(vTexCoord.x + movingTextureOffset.x, vTexCoord.y + movingTextureOffset.y)).rgba;
}
else {
textureColor = texture(uTexture, vTexCoord).rgba;
}
oColor = vec4(finalColor, 1.0f)*textureColor;
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oColor = mix(oColor, fogColor(sunAngle), fogFactor);
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}