#version 430 #define MAX_SPLITS 3 uniform mat4 M; uniform mat4 V; uniform mat4 P; uniform vec4 Color; uniform vec4 DiffuseColor; uniform vec2 ScreenDimensions; uniform vec4 FillColor; uniform vec4 AmbientColor; uniform float FillPercentage; uniform float FarDistance[MAX_SPLITS]; layout (binding = 0) uniform sampler2D DiffuseTexture; layout (binding = 1) uniform sampler2D NormalMapTexture; layout (binding = 2) uniform sampler2D SpecularMapTexture; layout (binding = 3) uniform sampler2D GlowMapTexture; layout (binding = 4) uniform sampler2DShadow DepthMap0; layout (binding = 5) uniform sampler2DShadow DepthMap1; layout (binding = 6) uniform sampler2DShadow DepthMap2; #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 ExplosionColor; float ExplosionPercentageElapsed; vec4 PositionLightSpace[MAX_SPLITS]; }Input; out vec4 sceneColor; out vec4 bloomColor; 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); } 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 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); } float CalcShadowValue(vec4 positionLightSpace, vec3 normal, vec3 lightDir, sampler2DShadow depthTexture) { //float bias = 0.005; //float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005); float bias = 0.005 * tan(acos(clamp(dot(normal, -lightDir), 0.0, 1.0))); vec3 projCoords = vec3(positionLightSpace.xy, positionLightSpace.z + bias) / positionLightSpace.w; projCoords = projCoords * 0.5 + 0.5; //float shadowMapDepth = texture(depthTexture, projCoords.xy).r; float shadowMapDepth; //for (int i = 0; i < 4; i++) //{ // int index = i; // //int index = int(16.0 * random(gl_FragCoord.xyy, i)) % 16; // shadowMapDepth += 0.25 * texture(depthTexture, projCoords + vec3(poissonDisk[index], 0.0) / 700.0); //} shadowMapDepth = texture(depthTexture, projCoords); //float geometryDepth = projCoords.z; //float shadow = geometryDepth - bias > shadowMapDepth ? 1.0 : 0.0; //float shadow = 1.0 - bias > shadowMapDepth ? 0.0 : 1.0; float shadow = 1.0 - shadowMapDepth; //vec2 texelSize = 1.0 / textureSize(depthTexture, 0); //for(int x = -1; x <= 1; x++) //{ // for(int y = -1; y <= 1; y++) // { // float pcfDepth = texture(depthTexture, projCoords.xy + vec2(x, y) * texelSize).r; // shadow += geometryDepth - bias > pcfDepth ? 1.0 : 0.0; // } //} //shadow /= 9.0; //if(projCoords.z > 1.0) //{ // shadow = 0.0; //} return shadow; } int getShadowIndex(float far_distance[MAX_SPLITS]) { int index = 2; if( gl_FragCoord.z < far_distance[0] ) { index = 0; } else if( gl_FragCoord.z < far_distance[1] && gl_FragCoord.z > far_distance[0] ) { index = 1; } return index; } //sampler2DShadow whichDepthMap( int DepthMapIndex ) //{ // if( DepthMapIndex == 0 ) // { // return DepthMap0; // } // else if( DepthMapIndex == 1 ) // { // return DepthMap1; // } // else // { // return DepthMap2; // } // //} void main() { //sampler2DShadow DepthMaps[3] = { sampler2DShadow(DepthMap0), sampler2DShadow(DepthMap1), sampler2DShadow(DepthMap2) }; //sampler2DShadow DepthMaps[3] = { DepthMap0, DepthMap1, DepthMap2 }; //sampler2DShadow DepthMaps[3] = sampler2DShadow[]( DepthMap0, DepthMap1, DepthMap2 ); //sampler2DShadow DepthMaps[3] = sampler2DShadow[3]( DepthMap0, DepthMap1, DepthMap2 ); //sampler2DShadow DepthMaps[3]; //sampler2DShadow DepthMapOne = DepthMap0; //DepthMaps[0] = DepthMap0; //DepthMaps[1] = DepthMap1; //DepthMaps[2] = DepthMap2; vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate); vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate); vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate); vec4 position = V * M * vec4(Input.Position, 1.0); vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, NormalMapTexture); normal = normalize(normal); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); 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 = vec4(AmbientColor.rgb, 1.0); 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); float shadowFactor = 0.0; for(int i = start; i < start + amount; i++) { int l = int(LightIndex[i]); LightSource light = LightSources.List[l]; LightResult light_result; //These if statements should be removed. 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); //sampler2DShadow WhichDepthMap = whichDepthMap(DepthMapIndex); light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); shadowFactor = CalcShadowValue(Input.PositionLightSpace[0], Input.Normal, vec3(light.Direction), DepthMap0); //if( DepthMapIndex == 0 ) //{ // shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap0); //} //else if( DepthMapIndex == 1 ) //{ // shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap1); //} //else //{ // shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap2); //} } totalLighting.Diffuse += light_result.Diffuse; totalLighting.Specular += light_result.Specular; } totalLighting.Diffuse *= (1.5 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0); totalLighting.Specular *= (1.5 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0); //LightResult getInformation; vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed); color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)); //color_result = (totalLighting.Diffuse + (1.0 - shadowFactor) * (getInformation.Diffuse + (getInformation.Specular * specularTexel))) * color_result; //vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color; float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0; if(pos <= FillPercentage) { color_result += FillColor; } sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1)); color_result += glowTexel*3; bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0); //Tiled Debug Code /* if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) { sceneColor += vec4(0.5, 0, 0, 0); } else { sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1); } */ }