#version 150 in vec3 vNormal; in vec2 vTexCoord; in vec4 fragPosition; in vec4 shadowCoord; out vec4 oColor; uniform sampler2D uTexture; uniform sampler2DShadow shadowMap; 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; uniform samplerCubeShadow shadowMap_cube10; uniform samplerCubeShadow shadowMap_cube11; uniform samplerCubeShadow shadowMap_cube12; uniform samplerCubeShadow shadowMap_cube13; uniform samplerCubeShadow shadowMap_cube14; uniform samplerCubeShadow shadowMap_cube15; uniform samplerCubeShadow shadowMap_cube16; uniform samplerCubeShadow shadowMap_cube17; uniform samplerCubeShadow shadowMap_cube18; uniform samplerCubeShadow shadowMap_cube19; uniform samplerCubeShadow shadowMap_cube20; uniform samplerCubeShadow shadowMap_cube21; uniform samplerCubeShadow shadowMap_cube22; uniform samplerCubeShadow shadowMap_cube23; uniform samplerCubeShadow shadowMap_cube24; uniform samplerCubeShadow shadowMap_cube25; uniform samplerCubeShadow shadowMap_cube26; uniform samplerCubeShadow shadowMap_cube27; uniform samplerCubeShadow shadowMap_cube28; uniform samplerCubeShadow shadowMap_cube29; uniform samplerCubeShadow shadowMap_cube30; uniform samplerCubeShadow shadowMap_cube31; uniform vec3 ambientColor; uniform float ambientFactor; uniform float diffuseFactor; uniform float specularFactor; uniform vec3 camera; uniform float shininess; uniform int lightCount; uniform vec3 directionalLightVector; uniform vec3 directionalColor; uniform float directionalIntensity; uniform vec3 lightSources[32]; uniform vec3 lightColors[32]; uniform float lightIntensities[32]; uniform float farPlane; uniform vec4 fogColor; uniform vec3 cameraCenter; 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 sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) { float visibility = 1.0; float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0))); bias = clamp(bias, 0.0, 0.01); for (int i=0; i<4; i++) { visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/700.0, shadowCoord.z - bias))); } 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]/700.0, shadowCoord.z - bias))); } } return visibility; } 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; float bias = 0.005; //return texture(shadowMap, vec4(lightDirection , length(lightDirection)/farPlane - bias)); return texture(shadowMap, vec4(lightDirection , compValue - bias)); } 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); } void main() { vec3 ambientColor = ambientFactor * ambientColor; vec3 diffuseColor = vec3(0.0, 0.0, 0.0); vec3 specularColor = vec3(0.0, 0.0, 0.0); // direction lighting if(length(directionalLightVector)>0.0f) { vec3 directionalVector = normalize(directionalLightVector); diffuseColor += clamp(dot(normalize(vNormal), directionalVector) *diffuseFactor*directionalIntensity*directionalColor, 0.0, 1.0); 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; } // point lights float visibility = 1.0; for(int i = 0; i 0.001f) { vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition)); float 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); 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]; if (i == 0) { visibility *= samplePointShadow(shadowMap_cube0, lightDirection); } if (i == 1) { visibility *= samplePointShadow(shadowMap_cube1, lightDirection); } if (i == 2) { visibility *= samplePointShadow(shadowMap_cube2, lightDirection); } } } // shadows visibility *= sampleDirectionalShadow(shadowMap, shadowCoord); specularColor *= visibility; diffuseColor *= visibility; vec3 finalColor = specularColor + diffuseColor + ambientColor; float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition)); 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); vec4 texture = texture(uTexture, vTexCoord).rgba; oColor = vec4(finalColor, 1.0f)*texture; oColor = mix(oColor, fogColor, fogFactor); }