WIP Shadow Mapping
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@@ -3,7 +3,8 @@
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uniform mat4 model;
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uniform mat4 view;
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layout(binding=0) uniform sampler2D texture;
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layout(binding=0) uniform sampler2D texture0;
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layout(binding=1) uniform sampler2D shadowMap;
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const int numberOfLights = 3;
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@@ -15,20 +16,21 @@ uniform float linearAttenuation[numberOfLights];
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uniform float quadraticAttenuation[numberOfLights];
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uniform float spotExponent[numberOfLights];
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in VertexData {
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in VertexData {
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoord;
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vec3 ShadowCoord;
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} Input;
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vec3 scene_ambient = vec3(0.5, 0.5, 0.5);
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vec3 scene_ambient = vec3(0.2);
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out vec4 fragmentColor;
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void main() {
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// Texture
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vec4 texel = texture2D(texture, Input.TextureCoord);
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vec4 texel = texture2D(texture0, Input.TextureCoord);
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//vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2);
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//
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@@ -43,48 +45,59 @@ void main() {
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vec3 Is;
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vec3 Id;
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vec3 totalLighting = La * Ka;
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// Shadows
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//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
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//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
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//bias = clamp(bias, 0.0, 0.01);
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float bias = 0.003;
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float visibility = 1.0;
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
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visibility = 0.5;
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}
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vec3 totalLighting = La * Ka * visibility;
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float attenuation;
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for(int i = 0; i < numberOfLights; i++)
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{
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// Light
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//vec3 lightPosition = vec3(0, 0, 2);
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vec3 Ls = specular[i]; // Specular light
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vec3 Ld = diffuse[i]; // Diffuse light
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// Light
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//vec3 lightPosition = vec3(0, 0, 2);
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vec3 Ls = specular[i]; // Specular light
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vec3 Ld = diffuse[i]; // Diffuse light
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vec3 lightPosView = vec3(view * vec4(position[i], 1.0));
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vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
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vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
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vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
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mat3 normalMatrix = transpose(inverse(mat3(view * model)));
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vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
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vec3 lightPosView = vec3(view * vec4(position[i], 1.0));
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vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
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vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
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vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
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mat3 normalMatrix = transpose(inverse(mat3(view * model)));
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vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
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float dist = length(position[i] - surfacePosition);
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float dist = length(position[i] - surfacePosition);
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attenuation = 1.0 / (constantAttenuation[i]
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+ linearAttenuation[i] * dist
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+ quadraticAttenuation[i] * pow(dist, 2.0));
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//attenuation = attenuation * pow(clampedCosine, spotExponent[i]);
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attenuation = 1.0 / (constantAttenuation[i]
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+ linearAttenuation[i] * dist
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+ quadraticAttenuation[i] * pow(dist, 2.0));
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//attenuation = attenuation * pow(clampedCosine, spotExponent[i]);
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// Diffuse light
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float dotProd = dot(surfaceToLight, surfaceNormal);
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dotProd = max(dotProd, 0.0);
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// Diffuse light
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float dotProd = dot(surfaceToLight, surfaceNormal);
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dotProd = max(dotProd, 0.0);
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Id = Ld * Kd * abs(dotProd) * attenuation;
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Id = Ld * Kd * abs(dotProd) * attenuation;
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// Specular light
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vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
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float dotSpecular = dot(reflection, normalize(-surfacePosView));
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dotSpecular = max(dotSpecular, 0.0);
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float specularFactor = pow(dotSpecular, 30.0); // Specular factor
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// Specular light
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vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
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float dotSpecular = dot(reflection, normalize(-surfacePosView));
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dotSpecular = max(dotSpecular, 0.0);
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float specularFactor = pow(dotSpecular, 30.0); // Specular factor
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Is = attenuation * Ls * Ks * specularFactor;
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Is = attenuation * Ls * Ks * specularFactor;
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totalLighting = totalLighting + Id + Is;
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totalLighting = totalLighting + Id + Is;
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}
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fragmentColor = vec4(totalLighting, 1.0) * texel;
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@@ -0,0 +1,9 @@
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#version 430
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uniform mat4 MVP;
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layout(location = 0) out float FragmentDepth;
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void main() {
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FragmentDepth = gl_FragCoord.z;
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}
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@@ -0,0 +1,22 @@
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#version 430
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uniform mat4 MVP;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec2 TextureCoord;
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out VertexData {
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoord;
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} Output;
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void main()
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{
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gl_Position = MVP * vec4(Position, 1.0);
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Output.Position = Position;
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Output.Normal = Normal;
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Output.TextureCoord = TextureCoord;
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}
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@@ -1,6 +1,7 @@
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#version 430
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uniform mat4 MVP;
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uniform mat4 DepthMVP;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -10,6 +11,7 @@ out VertexData {
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoord;
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vec3 ShadowCoord;
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} Output;
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void main()
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@@ -19,4 +21,5 @@ void main()
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Output.Position = Position;
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Output.Normal = Normal;
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Output.TextureCoord = TextureCoord;
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Output.ShadowCoord = vec3(DepthMVP * vec4(Position, 1.0));
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}
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@@ -0,0 +1,24 @@
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#version 430
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layout(binding = 0) uniform sampler2D DepthTexture;
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in VertexData {
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vec3 Position;
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vec2 TextureCoord;
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} Input;
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out vec4 FragmentColor;
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float LinearizeDepth(float z)
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{
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float n = 0.1; // camera z near
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float f = 10.0; // camera z far
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return (2.0 * n) / (f + n - z * (f - n));
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}
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void main() {
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float z = texture(DepthTexture, Input.TextureCoord).x;
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vec4 color = vec4(z, z, z, 0);
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FragmentColor = color;
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}
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@@ -0,0 +1,17 @@
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#version 430
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layout(location = 0) in vec3 Position;
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layout(location = 2) in vec2 TextureCoord;
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out VertexData {
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vec3 Position;
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vec2 TextureCoord;
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} Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoord = TextureCoord;
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}
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