stk-code_catmod/data/shaders/sunlightshadow.frag
2016-09-12 21:43:31 +02:00

75 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;
#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 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.);
}