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