Files
axyz/resources/Shaders/ForwardPlus.frag.glsl
T
FakeShemp 69db32337d Shado wip
2016-02-10 15:16:58 +01:00

238 lines
7.0 KiB
GLSL

#version 430
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;
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 DepthMap;
#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;
}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);
}
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), 0,1))); bias = clamp(bias, 0,0.01);
vec3 projCoords = positionLightSpace.xyz / positionLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
//float shadowMapDepth = texture(depthTexture, projCoords.xy).r;
float shadowMapDepth = 1.0 - texture(depthTexture, projCoords);
float geometryDepth = projCoords.z;
//float shadow = geometryDepth - bias > shadowMapDepth ? 1.0 : 0.0;
//float shadow = geometryDepth - bias > shadowMapDepth ? 0.0 : 1.0;
float shadow = shadowMapDepth;
//float shadow = 0.0;
//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;
}
void main()
{
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
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
shadowFactor = CalcShadowValue(Input.PositionLightSpace, Input.Normal, vec3(light.Direction), DepthMap);
}
totalLighting.Diffuse += light_result.Diffuse;
totalLighting.Specular += light_result.Specular;
}
totalLighting.Diffuse *= (1.0 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0);
totalLighting.Specular *= (1.0 + 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);
}
*/
}