62 lines
1.9 KiB
GLSL
62 lines
1.9 KiB
GLSL
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2DArray shadowtex;
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uniform float split0;
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uniform float split1;
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uniform float split2;
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uniform float splitmax;
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in vec2 uv;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 SunMRP(vec3 normal, vec3 eyedir);
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float getShadowFactor(vec3 pos, int index)
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{
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vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0));
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shadowcoord.xy /= shadowcoord.w;
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vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
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float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x;
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float d = shadowcoord.z;
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return min(pow(exp(-32. * d) * z, 8.), 1.);
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / screen;
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float z = texture(dtex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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float roughness =texture(ntex, uv).z;
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vec3 eyedir = -normalize(xpos.xyz);
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vec3 Lightdir = SunMRP(norm, eyedir);
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float NdotL = clamp(dot(norm, Lightdir), 0., 1.);
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vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
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vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
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// Shadows
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float factor;
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if (xpos.z < split0)
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factor = getShadowFactor(xpos.xyz, 0);
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else if (xpos.z < split1)
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factor = getShadowFactor(xpos.xyz, 1);
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else if (xpos.z < split2)
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factor = getShadowFactor(xpos.xyz, 2);
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else if (xpos.z < splitmax)
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factor = getShadowFactor(xpos.xyz, 3);
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else
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factor = 1.;
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Diff = vec4(factor * NdotL * Diffuse * sun_col, 1.);
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Spec = vec4(factor * NdotL * Specular * sun_col, 1.);
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}
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