#version 430 uniform mat4 M; uniform mat4 V; uniform mat4 P; uniform vec4 Color; uniform vec2 ScreenDimensions; layout(binding = 0) uniform sampler2D DiffuseTexture; layout(binding = 1) uniform sampler2D NormalMapTexture; #define TILE_SIZE 16 struct LightSource { vec4 Position; vec4 Direction; vec4 Color; float Radius; float Intensity; float Falloff; int Type; }; layout (std430, binding = 1) buffer LightBuffer { LightSource List[]; } LightSources; struct LightGrid { float Start; float Amount; vec2 Padding; }; layout (std430, binding = 2) buffer LightGridBuffer { LightGrid Data[]; } LightGrids; layout (std430, binding = 4) buffer LightIndexBuffer { float LightIndex[]; }; in VertexData{ vec3 Position; vec3 Normal; vec3 Tangent; vec3 BiTangent; vec2 TextureCoordinate; vec4 DiffuseColor; }Input; out vec4 fragmentColor; vec4 scene_ambient = vec4(0.3,0.3,0.3,1); struct LightResult { vec4 Diffuse; vec4 Specular; }; float CalcAttenuation(float radius, float dist, float falloff) { return 1.0 - smoothstep(radius * 0.3, radius, dist); } vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) { vec4 R = normalize( reflect(-lightVec, normal)); float RdotV = max( dot(R, viewVec), 0.0); return lightColor * pow(RdotV, 90.0); } vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) { float power = max( dot(normal, lightVec), 0.0); return lightColor * power; } LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff) { vec4 L = lightPos - position; float dist = length(L); L = normalize(L); float attenuation = CalcAttenuation(lightRadius, dist, falloff); LightResult result; result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity; result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity; return result; } LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal) { vec4 L = normalize( -vec4(direction.xyz, 0) ); LightResult result; result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity; result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity; return result; } vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap) { mat3 TBN = mat3(tangent, bitangent, normal); vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0); return vec4(TBN * normalize(NormalMap), 0.0); } void main() { vec4 texel = texture2D(DiffuseTexture, Input.TextureCoordinate); vec4 position = V * M * vec4(Input.Position, 1.0); vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, NormalMapTexture); vec4 viewVec = normalize(-position); vec2 tilePos; tilePos.x = int(gl_FragCoord.x/TILE_SIZE); tilePos.y = int(gl_FragCoord.y/TILE_SIZE); LightResult totalLighting; totalLighting.Diffuse = scene_ambient; int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE))); int start = int(LightGrids.Data[currentTile].Start); int amount = int(LightGrids.Data[currentTile].Amount); for(int i = start; i < start + amount; i++) { int l = int(LightIndex[i]); LightSource light = LightSources.List[l]; LightResult result; if(light.Type == 1) { // point result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff); } else if (light.Type == 2) { //Directional result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); } totalLighting.Diffuse += result.Diffuse; totalLighting.Specular += result.Specular; } //fragmentColor += Input.DiffuseColor; fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color; //fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color; //fragmentColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1); //fragmentColor = texel * Input.DiffuseColor * Color; //fragmentColor += vec4(currentTile/3600.f, 0, 0, 1); //Tiled Debug Code /* if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) { fragmentColor += vec4(0.5, 0, 0, 0); } else { fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1); } */ }