50 lines
1.3 KiB
GLSL
50 lines
1.3 KiB
GLSL
#version 150
|
|
in vec3 position;
|
|
in vec2 textureCoords;
|
|
in vec3 normal;
|
|
|
|
out vec2 pass_textureCoords;
|
|
out vec3 surfaceNormal;
|
|
out vec3 toLightVector[5];
|
|
out vec3 toCameraVector;
|
|
out float visibility;
|
|
out vec4 shadowCoords;
|
|
|
|
uniform mat4 transformationMatrix;
|
|
uniform mat4 projectionMatrix;
|
|
uniform mat4 viewMatrix;
|
|
uniform vec3 lightPosition[5];
|
|
|
|
uniform mat4 toShadowMapSpace;
|
|
|
|
const float density = 0.01;
|
|
const float gradient = 5;
|
|
const float shadowDistance = 150.0;
|
|
const float transitionDistance = 10.0;
|
|
|
|
void main(void){
|
|
|
|
vec4 worldPosition = transformationMatrix * vec4(position.xyz,1.0);
|
|
shadowCoords = toShadowMapSpace * worldPosition;
|
|
|
|
vec4 positionRelativeToCam = viewMatrix * worldPosition;
|
|
|
|
gl_Position = projectionMatrix * positionRelativeToCam;
|
|
pass_textureCoords = textureCoords;
|
|
|
|
surfaceNormal = (transformationMatrix * vec4(normal, 0.0)).xyz;
|
|
for(int i=0;i<5;i++){
|
|
toLightVector[i] = lightPosition[i] - worldPosition.xyz;
|
|
}
|
|
toCameraVector = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz - worldPosition.xyz;
|
|
|
|
float distance = length(positionRelativeToCam.xyz);
|
|
visibility = exp(-pow((distance * density), gradient));
|
|
visibility = clamp(visibility, 0.0, 1.0);
|
|
|
|
distance = distance - (shadowDistance - transitionDistance);
|
|
distance = distance / transitionDistance;
|
|
shadowCoords.w = clamp(1.0-distance, 0.0, 1.0);
|
|
|
|
}
|