#version 150 in vec3 vNormal; in vec2 vTexCoord; in vec4 fragPosition; in vec4 shadowCoord0; in vec4 shadowCoord1; in vec4 shadowCoord2; 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; uniform vec3 ambientColor; uniform float ambientFactor; uniform float diffuseFactor; uniform float specularFactor; uniform vec3 camera; uniform float shininess; uniform int lightCount; uniform int maxShadowRenderCount; uniform vec3 directionalLightVector; uniform vec3 directionalColor; uniform float targetDirectionalIntensity; uniform vec3 lightSources[32]; uniform vec3 lightColors[32]; uniform float lightIntensities[32]; uniform bool isFlame[32]; uniform float farPlane; uniform vec4 fogColorDay; uniform vec4 fogColorRise; uniform vec4 fogColorNight; uniform vec3 cameraCenter; uniform bool movingTexture; uniform vec2 movement; uniform vec2 movingTextureOffset; uniform float time; uniform bool sampleDirectionalShadowSwitch; 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); } 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>1.0) { dayFactor = 1.0; } else { dayFactor = sin(dot); } if (dot <0.0) { return mix(fogColorNight, fogColorRise, riseFactor); } else { return mix(fogColorRise, fogColorDay, dayFactor); } } vec3 sunColor(float dot){ float riseFactor = 0.0; if(dot<-0.79) { riseFactor = 0.0; } else if (dot>0.79) { riseFactor = 0.0; } else { riseFactor = cos(2*dot); } return mix(directionalColor, vec3(fogColorRise), riseFactor); } float sunIntensity(float dot) { return targetDirectionalIntensity * sin(2*dot); } float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord, float maxBias, float intensity) { float visibility = 1.0; const float stretching = 650.0; float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0))); bias = clamp(bias, 0.0, maxBias); for (int i=0; i<4; i++) { visibility -= intensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias))); } if (visibility == 1.0-(intensity/16)*4) { visibility = 1.0-intensity; } else if (visibility != 1.0) { for (int i=0; i<12; i++) { visibility -= intensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, 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 = 0.001*tan(acos(clamp(dot(vNormal, normalize(lightDirection)), 0.0, 1.0))); bias = clamp(bias, 0.0, 0.001); bias *= 1/length(lightDirection)*8; 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 float sunAngle = -1.0; if(sampleDirectionalShadowSwitch) { vec3 directionalVector = normalize(directionalLightVector); sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector); float directionalVisibility = 1.0f; float directionalIntensity = sunIntensity(sunAngle); 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, directionalIntensity); } else if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.0) { float directionalVisibility0 = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001, directionalIntensity); float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity); directionalVisibility = mix(directionalVisibility0, directionalVisibility1, distanceToBorder(shadowCoord0.xy) * 5); } else { directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity); } } else if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.0) { float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002, directionalIntensity); float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01, directionalIntensity); directionalVisibility = mix(directionalVisibility1, directionalVisibility2, distanceToBorder(shadowCoord1.xy) * 5); } else { directionalVisibility = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01, directionalIntensity); } diffuseColor += clamp(dot(normalize(vNormal), directionalVector) *diffuseFactor*directionalIntensity*sunColor(sunAngle), 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*sunColor(sunAngle)*directionalVisibility; } // point lights float visibility = 1.0; for(int i = 0; i 0.005) { if (i == 0 && i