70 lines
2.1 KiB
GLSL
70 lines
2.1 KiB
GLSL
uniform sampler2D ntex;
|
|
uniform sampler2D dtex;
|
|
uniform sampler2DArrayShadow shadowtex;
|
|
|
|
uniform float split0;
|
|
uniform float split1;
|
|
uniform float split2;
|
|
uniform float splitmax;
|
|
uniform float shadow_res;
|
|
|
|
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 d = .5 * shadowcoord.z + .5;
|
|
|
|
float result = 0.;
|
|
|
|
for (float i = -1.; i <= 1.; i += 1.)
|
|
{
|
|
for (float j = -1.; j <= 1.; j += 1.)
|
|
result += texture(shadowtex, vec4(shadowtexcoord + vec2(i,j) / shadow_res, float(index), d));
|
|
}
|
|
|
|
return result / 9.;
|
|
}
|
|
|
|
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.);
|
|
}
|