bd2da7bc9f
This reverts commit b56824786c.
179 lines
5.2 KiB
GLSL
179 lines
5.2 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;
|
|
|
|
#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;
|
|
}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);
|
|
}
|
|
|
|
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);
|
|
|
|
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);
|
|
}
|
|
totalLighting.Diffuse += light_result.Diffuse;
|
|
totalLighting.Specular += light_result.Specular;
|
|
}
|
|
|
|
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
|
|
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
|
|
//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);
|
|
}
|
|
*/
|
|
}
|
|
|
|
|