SparrowRenderer/shaders/lighting.frag.glsl
2016-06-24 18:33:53 +02:00

132 lines
3.7 KiB
GLSL

// G-BUFFER
// - Normal buffer
uniform sampler2DRect normalBuffer;
// - Color + objectId buffer
uniform sampler2DRect colorBuffer;
// - Specular color + Specular exponent buffer
uniform sampler2DRect specularBuffer;
// - Position in view space
uniform sampler2DRect positionBuffer;
// - depth buffer
uniform sampler2DRect depthBuffer;
// LIGHT ATTRIBUTES
uniform vec3 lightColor;
#ifdef SHADOWMAP
uniform sampler2DShadow shadowMap;
uniform mat4 viewToLightMatrix;
#endif
#if defined POINT_LIGHT
uniform vec3 pointLight;
uniform float attenuation;
#elif defined DIRECTIONNAL_LIGHT
uniform vec3 dirLight;
#elif defined SPOT_LIGHT
uniform vec3 pointLight;
uniform float attenuation;
uniform vec3 dirLight;
uniform float cutoff;
#endif
// FRAGMENT POSITIONNING
in vec2 screenPos;
uniform mat4 inverseProjectionMatrix;
// OUTPUT LIGHT
layout(location = 0)out vec4 outColor;
// FUNCTIONS
const float CELL_SHADING = 0.3333;
vec3 phongLighting(in vec3 kd, in vec3 ks, in float ns, in vec3 color, in vec3 normal, in vec3 lightDir, in vec3 halfVec, in vec3 viewDir){
float diffuseComponent = max(dot(normal, lightDir), 0);
float specularComponent = max(dot(halfVec, normal), 0);
return color*diffuseComponent*(kd+ks*pow(specularComponent, ns));
}
vec3 CookTorranceSpecularHighlight(in vec3 ks, in float ns, in vec3 normal, in vec3 lightDir, in vec3 halfVec, in vec3 viewDir){
float HN = dot(halfVec, normal);
float VN = dot(viewDir, normal);
float VH = dot(viewDir, halfVec);
float LN = dot(lightDir, normal);
HN = max(HN, 0);
VN = max(VN, 0);
LN = max(LN, 0);
// GGX normal distribution :
float roughness = 2/(ns+2);
float denom = mix(1, roughness, HN*HN);
float D = roughness/(3.1416*denom*denom);
//D = pow(HN, ns);
// Fresnel term with Schlick's approximation
vec3 F = mix(ks, vec3(1), pow(1 - VH, 5));
VH = max(VH, 0);
// Geometric attenuation
float G = min(1, min(2*HN*VN/VH, 2*HN*LN/VH));
return D * F * G;
}
vec3 testLighting(in vec3 kd, in vec3 ks, in float ns, in vec3 color, in vec3 normal, in vec3 lightDir, in vec3 halfVec, in vec3 viewDir){
float diffuseComponent = max(dot(normal, lightDir), 0);
return color*diffuseComponent*(kd+ks*CookTorranceSpecularHighlight(ks, ns, normal, lightDir, halfVec, viewDir));
}
float computeShadow(sampler2D shadowmap, vec3 shadow){
float lightFragDepth = texture(shadowmap, shadow.xy).r;
return lightFragDepth < shadow.z ? 0 : 1;
}
// MAIN PROGRAM
void main(void) {
ivec2 texCoord = ivec2(gl_FragCoord.xy);
vec3 normal = texelFetch(normalBuffer, texCoord).xyz;
vec4 diffuseTexel = texelFetch(colorBuffer, texCoord);
vec3 diffuse = diffuseTexel.rgb;
vec4 specularTexel = texelFetch(specularBuffer, texCoord);
vec3 specular = specularTexel.rgb;
float shininess = specularTexel.w*255;
vec4 fragPos = texelFetch(positionBuffer, texCoord);
float depth = texelFetch(depthBuffer, texCoord).r;
#ifdef SHADOWMAP
vec4 fragInLightSpace = viewToLightMatrix * fragPos;
fragInLightSpace.z = fragInLightSpace.z - 0.002;
float shadow = texture(shadowMap, fragInLightSpace.xyz/fragInLightSpace.w);
#else
float shadow = 1;
#endif
float att = 1;
#ifdef POINT_LIGHT
vec3 dirLight = pointLight - fragPos.xyz;
float dist = length(dirLight);
if(dist > attenuation)
att = 0;
att = 1 - dist/attenuation;
dirLight = normalize(dirLight);
#endif
#ifdef AMBIENT_LIGHT
outColor = vec4(diffuse*lightColor, 1);
#else
vec3 viewDir = normalize(-fragPos.xyz);
vec3 halfVec = normalize(viewDir + dirLight);
vec3 light = testLighting(diffuse, specular, shininess, lightColor, normal, dirLight, halfVec, viewDir);
outColor = vec4(mix(vec3(0.0), light*shadow, att*att), 1);
#endif
}