#version 400 in vec3 vNormal; in vec2 vTexCoord; in vec4 fragPosition; in vec4 shadowCoord_near; in vec4 shadowCoord_middle; in vec4 shadowCoord_far; out vec4 oColor; uniform sampler2D uTexture; uniform sampler2DShadow shadowMap_near; uniform sampler2DShadow shadowMap_middle; uniform sampler2DShadow shadowMap_far; 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 fogEnd; 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 sampleShadow(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)/shadowCoord.w))); } 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)/shadowCoord.w))); } } return visibility; } 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 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]; } } // shadows float visibility = 1.0; if (distanceToBorder(shadowCoord_middle.xy) <= 0.5 && distanceToBorder(shadowCoord_middle.xy) > 0.0) { if (distanceToBorder(shadowCoord_near.xy) <= 0.5 && distanceToBorder(shadowCoord_near.xy) > 0.0) { visibility = sampleShadow(shadowMap_near, shadowCoord_near); } else { visibility = sampleShadow(shadowMap_middle, shadowCoord_middle); } } else { visibility = sampleShadow(shadowMap_far, shadowCoord_far); } specularColor *= visibility; diffuseColor *= visibility; vec3 finalColor = specularColor + diffuseColor + ambientColor; float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition)); float fogFactor = clamp((1.0 - (fogEnd-distanceCameraCenter)/30.0), 0.0, 1.0); fogFactor *= clamp((1.0-((fragPosition.y-8.0)/30.0)), 0.0, 1.0); vec4 texture = texture(uTexture, vTexCoord).rgba; oColor = vec4(finalColor, 1.0f)*texture; oColor = mix(oColor, fogColor, fogFactor); }