@@ -1,5 +1,7 @@
|
||||
#version 430
|
||||
|
||||
#define MAX_SPLITS 4
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
@@ -22,6 +24,7 @@ in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
vec4 PositionLightSpace[MAX_SPLITS];
|
||||
}Input[];
|
||||
|
||||
out VertexData{
|
||||
@@ -32,6 +35,7 @@ out VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
vec4 PositionLightSpace[MAX_SPLITS];
|
||||
}Output;
|
||||
|
||||
layout(triangles) in;
|
||||
@@ -145,6 +149,7 @@ void main()
|
||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||
Output.Tangent = Input[i].Tangent;
|
||||
Output.BiTangent = Input[i].BiTangent;
|
||||
Output.PositionLightSpace = Input[i].PositionLightSpace;
|
||||
|
||||
// convert to model space for the gravity to always be in -y
|
||||
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
|
||||
@@ -186,6 +191,7 @@ void main()
|
||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||
Output.Tangent = Input[i].Tangent;
|
||||
Output.BiTangent = Input[i].BiTangent;
|
||||
Output.PositionLightSpace = Input[i].PositionLightSpace;
|
||||
|
||||
// no change in position, pass through vertex
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#version 430
|
||||
|
||||
#define MIN_AMBIENT_LIGHT 0.3
|
||||
#define MAX_SPLITS 4
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
@@ -14,6 +15,7 @@ uniform float FillPercentage;
|
||||
uniform float GlowIntensity = 10;
|
||||
uniform vec3 CameraPosition;
|
||||
uniform int SSAOQuality;
|
||||
uniform float FarDistance[MAX_SPLITS];
|
||||
|
||||
uniform vec2 DiffuseUVRepeat;
|
||||
uniform vec2 NormalUVRepeat;
|
||||
@@ -25,6 +27,7 @@ layout (binding = 2) uniform sampler2D NormalMapTexture;
|
||||
layout (binding = 3) uniform sampler2D SpecularMapTexture;
|
||||
layout (binding = 4) uniform sampler2D GlowMapTexture;
|
||||
layout (binding = 5) uniform samplerCube CubeMap;
|
||||
layout (binding = 13) uniform sampler2DArrayShadow DepthMap;
|
||||
|
||||
#define TILE_SIZE 16
|
||||
|
||||
@@ -59,7 +62,6 @@ layout (std430, binding = 4) buffer LightIndexBuffer
|
||||
float LightIndex[];
|
||||
};
|
||||
|
||||
|
||||
in VertexData{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
@@ -68,6 +70,7 @@ in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
vec4 PositionLightSpace[MAX_SPLITS];
|
||||
}Input;
|
||||
|
||||
out vec4 sceneColor;
|
||||
@@ -78,6 +81,25 @@ struct LightResult {
|
||||
vec4 Specular;
|
||||
};
|
||||
|
||||
vec2 poissonDisk[16] = vec2[](
|
||||
vec2( -0.94201624, -0.39906216 ),
|
||||
vec2( 0.94558609, -0.76890725 ),
|
||||
vec2( -0.094184101, -0.92938870 ),
|
||||
vec2( 0.34495938, 0.29387760 ),
|
||||
vec2( -0.91588581, 0.45771432 ),
|
||||
vec2( -0.81544232, -0.87912464 ),
|
||||
vec2( -0.38277543, 0.27676845 ),
|
||||
vec2( 0.97484398, 0.75648379 ),
|
||||
vec2( 0.44323325, -0.97511554 ),
|
||||
vec2( 0.53742981, -0.47373420 ),
|
||||
vec2( -0.26496911, -0.41893023 ),
|
||||
vec2( 0.79197514, 0.19090188 ),
|
||||
vec2( -0.24188840, 0.99706507 ),
|
||||
vec2( -0.81409955, 0.91437590 ),
|
||||
vec2( 0.19984126, 0.78641367 ),
|
||||
vec2( 0.14383161, -0.14100790 )
|
||||
);
|
||||
|
||||
float CalcAttenuation(float radius, float dist, float falloff) {
|
||||
return 1.0 - smoothstep(radius * falloff, radius, dist);
|
||||
}
|
||||
@@ -124,6 +146,154 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
|
||||
return vec4(TBN * normalize(NormalMap), 0.0);
|
||||
}
|
||||
|
||||
// Returns a "random" value.
|
||||
float Random(vec3 seed, int i)
|
||||
{
|
||||
vec4 seed4 = vec4(seed, i);
|
||||
float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673));
|
||||
return fract(sin(dot_product) * 43758.5453);
|
||||
}
|
||||
|
||||
int getShadowIndex(float far_distance[1])
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
int getShadowIndex(float far_distance[2])
|
||||
{
|
||||
float depth = gl_FragCoord.z / gl_FragCoord.w;
|
||||
|
||||
int index = 1;
|
||||
if ( depth < far_distance[0] )
|
||||
{
|
||||
index = 0;
|
||||
}
|
||||
|
||||
return index;
|
||||
}
|
||||
|
||||
int getShadowIndex(float far_distance[3])
|
||||
{
|
||||
float depth = gl_FragCoord.z / gl_FragCoord.w;
|
||||
|
||||
int index = 2;
|
||||
if ( depth < far_distance[0] )
|
||||
{
|
||||
index = 0;
|
||||
}
|
||||
else if ( depth < far_distance[1] && depth > far_distance[0] )
|
||||
{
|
||||
index = 1;
|
||||
}
|
||||
|
||||
return index;
|
||||
}
|
||||
|
||||
int getShadowIndex(float far_distance[4])
|
||||
{
|
||||
float depth = gl_FragCoord.z / gl_FragCoord.w;
|
||||
|
||||
int index = 3;
|
||||
if ( depth < far_distance[0] )
|
||||
{
|
||||
index = 0;
|
||||
}
|
||||
else if ( depth < far_distance[1] && depth > far_distance[0] )
|
||||
{
|
||||
index = 1;
|
||||
}
|
||||
else if ( depth < far_distance[2] && depth > far_distance[1] )
|
||||
{
|
||||
index = 2;
|
||||
}
|
||||
|
||||
return index;
|
||||
}
|
||||
|
||||
// Standard hardware-calculated PCF method
|
||||
float PCFShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index)
|
||||
{
|
||||
return texture(depth_texture_array, vec4(projection_coords.xy, layer_index, projection_coords.z));
|
||||
}
|
||||
|
||||
// PCF + Poisson model method
|
||||
float PoissonShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread)
|
||||
{
|
||||
int loop;
|
||||
float multiplier = 1.0 / float(taps);
|
||||
float shadowMapDepth;
|
||||
|
||||
for (int i = 0; i < taps; i++)
|
||||
{
|
||||
loop = i;
|
||||
vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
|
||||
shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
|
||||
}
|
||||
|
||||
return shadowMapDepth;
|
||||
}
|
||||
|
||||
// PCF + Poisson + RandomSample model method
|
||||
float PoissonDotShadow(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, int taps, float spread)
|
||||
{
|
||||
int loop;
|
||||
float multiplier = 1.0 / float(taps);
|
||||
float shadowMapDepth;
|
||||
|
||||
for (int i = 0; i < taps; i++)
|
||||
{
|
||||
loop = int(16.0 * Random(gl_FragCoord.xyy, i)) % 16;
|
||||
vec3 newProjCoords = projection_coords + vec3(poissonDisk[loop], 0.0) / (spread * (1.0 + layer_index));
|
||||
shadowMapDepth += multiplier * texture(depth_texture_array, vec4(newProjCoords.xy, layer_index, newProjCoords.z));
|
||||
}
|
||||
|
||||
return shadowMapDepth;
|
||||
}
|
||||
|
||||
// Hardware PCF + Additional software PCF method
|
||||
float SoftwarePCF(sampler2DArrayShadow depth_texture_array, vec3 projection_coords, int layer_index, float bias)
|
||||
{
|
||||
float shadow = 0.0;
|
||||
|
||||
vec3 texelSize = 1.0 / textureSize(depth_texture_array, 0);
|
||||
for(int x = -1; x <= 1; x++)
|
||||
{
|
||||
for(int y = -1; y <= 1; y++)
|
||||
{
|
||||
shadow += texture(depth_texture_array, vec4(projection_coords.xy + vec2(x, y) * texelSize.xy / (1.0 + layer_index), layer_index, projection_coords.z));
|
||||
}
|
||||
}
|
||||
|
||||
return shadow / 9.0;
|
||||
}
|
||||
|
||||
float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler2DArrayShadow depth_texture_array, int layer_index)
|
||||
{
|
||||
float shadowMapDepth;
|
||||
float bias = 0.005;
|
||||
|
||||
// Various bias methods.
|
||||
|
||||
//bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias);
|
||||
//bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
|
||||
bias = bias + bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
|
||||
|
||||
// Calculate coordinates in projection space.
|
||||
|
||||
vec3 projCoords = vec3(light_space_pos.xy, light_space_pos.z + bias) / light_space_pos.w;
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
//projCoords = (floor(projCoords * 255.0)) / 255.0;
|
||||
|
||||
// Various methods for shadow calculation in fastest to slowest order.
|
||||
|
||||
//shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index);
|
||||
//shadowMapDepth = PoissonShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
|
||||
//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
|
||||
shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
|
||||
|
||||
return shadowMapDepth;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
|
||||
@@ -151,6 +321,8 @@ void main()
|
||||
|
||||
int start = int(LightGrids.Data[currentTile].Start);
|
||||
int amount = int(LightGrids.Data[currentTile].Amount);
|
||||
|
||||
float shadowFactor = 0.0;
|
||||
|
||||
for(int i = start; i < start + amount; i++) {
|
||||
|
||||
@@ -162,11 +334,16 @@ void main()
|
||||
if(light.Type == 1) { // point
|
||||
light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
|
||||
} else if (light.Type == 2) { //Directional
|
||||
int DepthMapIndex = getShadowIndex(FarDistance);
|
||||
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
|
||||
shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
|
||||
}
|
||||
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
|
||||
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
|
||||
}
|
||||
|
||||
totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
|
||||
totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
|
||||
|
||||
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
||||
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
||||
|
||||
@@ -1,8 +1,12 @@
|
||||
#version 430
|
||||
|
||||
#define MAX_SPLITS 4
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 LightV[MAX_SPLITS];
|
||||
uniform mat4 LightP[MAX_SPLITS];
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
@@ -18,6 +22,7 @@ out VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
vec4 PositionLightSpace[MAX_SPLITS];
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
@@ -31,4 +36,9 @@ void main()
|
||||
Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0));
|
||||
Output.ExplosionColor = vec4(1.0);
|
||||
Output.ExplosionPercentageElapsed = 0.0;
|
||||
|
||||
for(int i = 0; i < MAX_SPLITS; i++)
|
||||
{
|
||||
Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * vec4(Position, 1.0);
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
#version 430
|
||||
|
||||
#define MIN_AMBIENT_LIGHT 0.3
|
||||
#define MAX_SPLITS 4
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
@@ -69,6 +70,7 @@ in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
vec4 PositionLightSpace[MAX_SPLITS];
|
||||
}Input;
|
||||
|
||||
out vec4 sceneColor;
|
||||
|
||||
@@ -1,9 +1,13 @@
|
||||
#version 430
|
||||
|
||||
#define MAX_SPLITS 4
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
uniform mat4 LightV[MAX_SPLITS];
|
||||
uniform mat4 LightP[MAX_SPLITS];
|
||||
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec3 Normal;
|
||||
@@ -21,6 +25,7 @@ out VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
vec4 PositionLightSpace[MAX_SPLITS];
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
@@ -43,4 +48,9 @@ void main()
|
||||
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
|
||||
Output.ExplosionColor = vec4(1.0);
|
||||
Output.ExplosionPercentageElapsed = 0.0;
|
||||
|
||||
for(int i = 0; i < MAX_SPLITS; i++)
|
||||
{
|
||||
Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * boneTransform * vec4(Position, 1.0);
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,7 @@
|
||||
#version 430
|
||||
|
||||
#define MAX_SPLITS 4
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
@@ -95,6 +97,7 @@ in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
vec4 PositionLightSpace[MAX_SPLITS];
|
||||
}Input;
|
||||
|
||||
out vec4 sceneColor;
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#version 430
|
||||
|
||||
#define MIN_AMBIENT_LIGHT 0.3
|
||||
#define MAX_SPLITS 4
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
@@ -83,6 +84,7 @@ in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
vec4 ExplosionColor;
|
||||
float ExplosionPercentageElapsed;
|
||||
vec4 PositionLightSpace[MAX_SPLITS];
|
||||
}Input;
|
||||
|
||||
out vec4 sceneColor;
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
#version 430
|
||||
|
||||
#define ALPHA_CUTOFF 0.3
|
||||
|
||||
layout (binding = 24) uniform sampler2D DiffuseTexture;
|
||||
uniform float Alpha;
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Input;
|
||||
|
||||
layout (location = 0) out float ShadowMap;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoordinate) * Alpha;
|
||||
|
||||
if (diffuseTexel.a < ALPHA_CUTOFF)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 4) in vec2 TextureCoords;
|
||||
|
||||
out VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = P * V * M * vec4(Position, 1.0);
|
||||
Output.TextureCoordinate = TextureCoords;
|
||||
}
|
||||
Reference in New Issue
Block a user