140 lines
4.1 KiB
GLSL
140 lines
4.1 KiB
GLSL
// G-BUFFER
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// - Position in view space
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uniform sampler2DRect positionBuffer;
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// - Color + objectId buffer
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uniform sampler2DRect colorBuffer;
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// - Normal buffer
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uniform sampler2DRect normalBuffer;
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// - Specular color + Specular exponent buffer
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uniform sampler2DRect specularBuffer;
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// - depth buffer
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uniform sampler2DRect depthBuffer;
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// LIGHT ATTRIBUTES
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uniform vec3 lightColor;
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#ifdef SHADOWMAP
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#ifdef POINT_LIGHT
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uniform samplerCube shadowMap;
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uniform mat3 inverseViewMatrix;
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#else
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uniform sampler2DShadow shadowMap;
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uniform mat4 viewToLightMatrix;
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#endif
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#endif
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#if defined POINT_LIGHT
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uniform vec3 pointLight;
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uniform float range;
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#elif defined DIRECTIONNAL_LIGHT
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uniform vec3 dirLight;
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#elif defined SPOT_LIGHT
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uniform vec3 pointLight;
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uniform float attenuation;
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uniform vec3 dirLight;
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uniform float cutoff;
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#endif
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// FRAGMENT POSITIONNING
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in vec2 screenPos;
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uniform mat4 inverseProjectionMatrix;
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// OUTPUT LIGHT
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layout(location = 0)out vec4 outColor;
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// FUNCTIONS
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const float CELL_SHADING = 0.3333;
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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){
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float diffuseComponent = max(dot(normal, lightDir), 0);
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float specularComponent = max(dot(halfVec, normal), 0);
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return color*diffuseComponent*(kd+ks*pow(specularComponent, ns));
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}
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vec3 CookTorranceSpecularHighlight(in vec3 ks, in float ns, in vec3 normal, in vec3 lightDir, in vec3 halfVec, in vec3 viewDir){
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float HN = dot(halfVec, normal);
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float VN = dot(viewDir, normal);
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float VH = dot(viewDir, halfVec);
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float LN = dot(lightDir, normal);
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HN = max(HN, 0);
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VN = max(VN, 0);
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LN = max(LN, 0);
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// GGX normal distribution :
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float roughness = 2/(ns+2);
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float denom = mix(1, roughness, HN*HN);
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float D = roughness/(3.1416*denom*denom);
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//D = pow(HN, ns);
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// Fresnel term with Schlick's approximation
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vec3 F = mix(ks, vec3(1), pow(1 - VH, 5));
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VH = max(VH, 0);
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// Geometric attenuation
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float G = min(1, min(2*HN*VN/VH, 2*HN*LN/VH));
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return D * F * G;
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}
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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){
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float diffuseComponent = max(dot(normal, lightDir), 0);
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return color*diffuseComponent*(kd+ks*CookTorranceSpecularHighlight(ks, ns, normal, lightDir, halfVec, viewDir));
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}
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// MAIN PROGRAM
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void main(void) {
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ivec2 texCoord = ivec2(gl_FragCoord.xy);
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vec3 normal = texelFetch(normalBuffer, texCoord).xyz;
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vec4 diffuseTexel = texelFetch(colorBuffer, texCoord);
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vec3 diffuse = diffuseTexel.rgb;
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vec4 specularTexel = texelFetch(specularBuffer, texCoord);
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vec3 specular = specularTexel.rgb;
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float shininess = specularTexel.w*255;
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vec4 fragPos = texelFetch(positionBuffer, texCoord);
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float depth = texelFetch(depthBuffer, texCoord).r;
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#ifdef SHADOWMAP
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#ifdef POINT_LIGHT
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float shadow = 1;
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#else
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vec4 fragInLightSpace = viewToLightMatrix * fragPos;
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fragInLightSpace.z = fragInLightSpace.z - 0.002;
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float shadow = texture(shadowMap, fragInLightSpace.xyz/fragInLightSpace.w);
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#endif
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#else
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float shadow = 1;
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#endif
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float att = 1;
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#ifdef POINT_LIGHT
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vec3 dirLight = pointLight - fragPos.xyz;
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//vec4 pointShadowParam = vec4(inverseViewMatrix * dirLight, length(dirLight));
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//att = texture(shadowMap, pointShadowParam);
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//outColor = vec4(vec3(texture(shadowMap, vec4(inverseViewMatrix * dirLight, length(dirLight)/range))), 1);
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//outColor = vec4(vec3(texture(shadowMap, vec3(inverseViewMatrix * dirLight)).r), 1);
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//outColor = vec4(vec3(length(dirLight)/range), 1);
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//return;
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float dist = length(dirLight);
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att = clamp(1 - dist/range, 0, 1);
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dirLight = normalize(dirLight);
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#endif
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#ifdef AMBIENT_LIGHT
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outColor = vec4(diffuse*lightColor, 1);
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#else
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vec3 viewDir = normalize(-fragPos.xyz);
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vec3 halfVec = normalize(viewDir + dirLight);
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vec3 light = testLighting(diffuse, specular, shininess, lightColor, normal, dirLight, halfVec, viewDir);
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outColor = vec4(mix(vec3(0.0), light*shadow, att*att), 1);
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#endif
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}
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