Ginger3D/target/classes/shaders/terrainFragmentShader.glsl

88 lines
2.8 KiB
GLSL

#version 400 core
in vec2 pass_textureCoords;
in vec3 surfaceNormal;
in vec3 toLightVector[5];
in vec3 toCameraVector;
in float visibility;
in vec4 shadowCoords;
out vec4 out_Color;
uniform sampler2D backgroundTexture;
uniform sampler2D rTexture;
uniform sampler2D gTexture;
uniform sampler2D bTexture;
uniform sampler2D blendMap;
uniform sampler2D shadowMap;
uniform vec3 attenuation[5];
uniform vec3 lightColour[5];
const float shineDamper = 0;
const float reflectivity = 0;
uniform vec3 skyColour;
//TODO: multiple tasks
const int pcfCount = 2; // sampling count make a uniform and changeble
const float totalTexels = (pcfCount * 2.0 + 1.0) * (pcfCount * 2.0 + 1.0);
void main(void){
float mapSize = 5120.0; //make a uniform so it matches the java variable
float texelSize = 1.0 / mapSize;
float total = 0.0;
for(int x=-pcfCount; x<=pcfCount; x++){
for(int y=-pcfCount; y<=pcfCount; y++){
float objectNearestLight = texture(shadowMap, shadowCoords.xy + vec2(x,y) * texelSize).r;
if(shadowCoords.z > objectNearestLight){
total+=1.0;
}
}
}
total /= totalTexels;
float lightFactor = 1.0 - (total * shadowCoords.w);
vec4 blendMapColour = texture(blendMap, pass_textureCoords);
vec3 unitVectorToCamera = normalize(toCameraVector);
float backTextureAmount = 1 - (blendMapColour.r + blendMapColour.g + blendMapColour.b);
vec2 tiledCoords = pass_textureCoords * 40.0;
vec4 backgroundTextureColour = texture(backgroundTexture, tiledCoords) * backTextureAmount;
vec4 rTextureColour = texture(rTexture, tiledCoords) * blendMapColour.r;
vec4 gTextureColour = texture(gTexture, tiledCoords) * blendMapColour.g;
vec4 bTextureColour = texture(bTexture, tiledCoords) * blendMapColour.b;
vec4 totalColour = backgroundTextureColour + rTextureColour + gTextureColour + bTextureColour;
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for(int i=0;i<5;i++){
float distance = length(toLightVector[i]);
float attFactor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitLightVector = normalize(toLightVector[i]);
float nDotl = dot(unitNormal, unitLightVector);
float brightness = max(nDotl, 0.2);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
specularFactor = max(specularFactor, 0.0);
float dampedFactor = pow(specularFactor, shineDamper);
totalDiffuse = totalDiffuse + brightness * lightColour[i] / attFactor;
totalSpecular = totalSpecular + dampedFactor * reflectivity * lightColour[i] / attFactor;
}
totalDiffuse = max(totalDiffuse * lightFactor, 0.2);
out_Color = vec4(totalDiffuse, 1.0) * totalColour + vec4(totalSpecular, 1.0);
out_Color = mix(vec4(skyColour, 1.0), out_Color, visibility);
}