Files
fishtanks/src/Shaders/Fragment.glsl
T
Tleety 761b8e21e1 Added blendmap component
Added renderque for models with a blendmap component
Added shaders for blendmaps
2014-05-28 20:24:31 +02:00

70 lines
1.7 KiB
GLSL
Executable File

#version 430
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D ShadowTexture;
layout (binding=2) uniform sampler2D NormalMapTexture;
layout (binding=3) uniform sampler2D SpecularMapTexture;
uniform vec3 SunDirection_cameraspace;
uniform mat4 V;
in VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec4 ShadowCoord;
vec3 Tangent;
vec3 BiTangent;
} Input;
out vec4 frag_Diffuse;
out vec4 frag_Position;
out vec4 frag_Normal;
out vec4 frag_Specular;
float Shadow(vec4 ShadowCoord, vec3 normal)
{
return 1.0;
if (Input.ShadowCoord.x < 0.0 || Input.ShadowCoord.x > 1.0 || Input.ShadowCoord.y < 0.0 || Input.ShadowCoord.y > 1.0)
return 0.9;
//Variable bias
vec3 n = normalize(normal);
vec3 l = normalize(SunDirection_cameraspace);
float cosTheta = clamp(dot(n, l), 0.0, 1.0);
float bias = tan(acos(cosTheta));
bias = clamp(bias, 0.0, 0.00003);
//Fixed bias
bias = 0;
if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z + bias)
{
return 0.6;
}
else
{
return 1.0;
}
}
void main()
{
// G-buffer Position
frag_Position = vec4(Input.Position.xyz, 1.0);
// G-buffer Normal
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
frag_Normal = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
//frag_Diffuse = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
//frag_Normal = vec4(Input.Normal, 0.0);
// Diffuse Texture
//frag_Diffuse = tex;
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord, vec3(frag_Normal));
//G-buffer Specular
frag_Specular = texture(SpecularMapTexture, Input.TextureCoord);
}