uniform sampler2D ntex; uniform sampler2D dtex; uniform sampler2DArray shadowtex; uniform float split0; uniform float split1; uniform float split2; uniform float splitmax; in vec2 uv; #ifdef GL_ES layout (location = 0) out vec4 Diff; layout (location = 1) out vec4 Spec; #else out vec4 Diff; out vec4 Spec; #endif #stk_include "utils/decodeNormal.frag" #stk_include "utils/SpecularBRDF.frag" #stk_include "utils/DiffuseBRDF.frag" #stk_include "utils/getPosFromUVDepth.frag" #stk_include "utils/SunMRP.frag" float getShadowFactor(vec3 pos, int index) { vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0)); shadowcoord.xy /= shadowcoord.w; vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5; float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x; float d = shadowcoord.z; return min(pow(exp(-32. * d) * z, 8.), 1.); } void main() { vec2 uv = gl_FragCoord.xy / screen; float z = texture(dtex, uv).x; vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix); vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.)); float roughness =texture(ntex, uv).z; vec3 eyedir = -normalize(xpos.xyz); vec3 Lightdir = SunMRP(norm, eyedir); float NdotL = clamp(dot(norm, Lightdir), 0., 1.); vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness); vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness); // Shadows float factor; if (xpos.z < split0) factor = getShadowFactor(xpos.xyz, 0); else if (xpos.z < split1) factor = getShadowFactor(xpos.xyz, 1); else if (xpos.z < split2) factor = getShadowFactor(xpos.xyz, 2); else if (xpos.z < splitmax) factor = getShadowFactor(xpos.xyz, 3); else factor = 1.; Diff = vec4(factor * NdotL * Diffuse * sun_col, 1.); Spec = vec4(factor * NdotL * Specular * sun_col, 1.); }