uniform sampler2D ntex; uniform sampler2D dtex; uniform sampler2DArray shadowtex; uniform float split0; uniform float split1; uniform float split2; uniform float splitmax; in vec2 uv; out vec4 Diff; out vec4 Spec; vec3 DecodeNormal(vec2 n); vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness); vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness); vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix); vec3 SunMRP(vec3 normal, vec3 eyedir); 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.); }