88 lines
3.3 KiB
GLSL
88 lines
3.3 KiB
GLSL
#version 150
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in vec3 vNormal;
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in vec2 vTexCoord;
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in vec4 fragPosition;
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in vec4 shadowCoord;
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out vec4 oColor;
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uniform sampler2D uTexture;
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uniform sampler2DShadow shadowMap;
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uniform vec3 ambientColor;
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uniform float ambientFactor;
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uniform float diffuseFactor;
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uniform float specularFactor;
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uniform vec3 camera;
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uniform float shininess;
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uniform int lightCount;
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uniform vec3 directionalLightVector;
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uniform vec3 directionalColor;
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uniform float directionalIntensity;
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uniform vec3 lightSources[128];
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uniform vec3 lightColors[128];
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uniform float lightIntensities[128];
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uniform float fogEnd;
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uniform vec4 fogColor;
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uniform vec3 cameraCenter;
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void main()
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{
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vec3 ambientColor = ambientFactor * ambientColor;
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vec3 diffuseColor = vec3(0.0, 0.0, 0.0);
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vec3 specularColor = vec3(0.0, 0.0, 0.0);
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// direction lighting
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if(length(directionalLightVector)>0.0f) {
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vec3 directionalVector = normalize(directionalLightVector);
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diffuseColor += clamp(dot(normalize(vNormal), directionalVector)
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*diffuseFactor*directionalIntensity*directionalColor, 0.0, 1.0);
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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specularColor += clamp(pow((dot((cameraVector+directionalVector),normalize(vNormal))/(length(cameraVector+directionalVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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*specularFactor*directionalIntensity*directionalColor;
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}
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// point lights
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for(int i = 0; i<lightCount; i++) {
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float distance = distance(lightSources[i], vec3(fragPosition));
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// only take lights into account with meaningful contribution
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if (distance > 0.001f) {
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vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition));
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float intensity = clamp(exp(-(1/lightIntensities[i])*distance), 0.0, 1.0);
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diffuseColor += clamp(dot(normalize(vNormal), lightVector)
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*diffuseFactor*intensity*lightColors[i], 0.0, 1.0);
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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*specularFactor*intensity*lightColors[i];
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}
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}
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// shadows
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float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
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bias = clamp(bias, 0.0, 0.01);
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vec3 biasedShadowCoord = vec3(shadowCoord);
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biasedShadowCoord.z = shadowCoord.z - bias;
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float visibility = 1.0;
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if (shadowCoord.x > 0.0 && shadowCoord.x < 1.0) {
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if (shadowCoord.y > 0.0 && shadowCoord.y < 1.0) {
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visibility = texture(shadowMap, biasedShadowCoord);
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//if (texture(shadowMap, vec3(shadowCoord), bias) < shadowCoord.z) {
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//visibility = 0.5;
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//}
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}
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}
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specularColor *= visibility;
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diffuseColor *= visibility;
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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 - (fogEnd-distanceCameraCenter)/30.0), 0.0, 1.0);
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fogFactor *= clamp((1.0-((fragPosition.y-8.0)/30.0)), 0.0, 1.0);
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vec4 texture = texture(uTexture, vTexCoord).rgba;
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oColor = vec4(finalColor, 1.0f)*texture;
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oColor = mix(oColor, fogColor, fogFactor);
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}
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