71 lines
1.9 KiB
GLSL
71 lines
1.9 KiB
GLSL
uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2DArrayShadow shadowtex;
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uniform vec3 direction;
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uniform vec3 col;
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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};
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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 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec3 getShadowFactor(vec3 pos, float bias)
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{
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vec3 cascadeColor[] = vec3[](
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vec3(1., 0., 0.),
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vec3(0., 1., 0.),
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vec3(0., 0., 1.),
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vec3(1., 1., 1.)
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);
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for (int i = 0; i < 4; i++)
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{
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vec4 shadowcoord = (ShadowViewProjMatrixes[i] * vec4(pos, 1.0));
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shadowcoord /= shadowcoord.w;
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vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
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if (shadowtexcoord.x < 0. || shadowtexcoord.x > 1. || shadowtexcoord.y < 0. || shadowtexcoord.y > 1.)
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continue;
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return cascadeColor[i] * texture(shadowtex, vec4(shadowtexcoord, float(i), 0.5 * (shadowcoord.z + bias * 0.001) + 0.5));
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}
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return vec3(1.);
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}
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void main() {
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float z = texture(dtex, uv).x;
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vec4 xpos = 2.0 * vec4(uv, z, 1.0) - 1.0;
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xpos = InverseViewMatrix * InverseProjectionMatrix * xpos;
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xpos.xyz /= xpos.w;
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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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// Normalized on the cpu
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vec3 L = direction;
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float NdotL = max(0., dot(norm, L));
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vec3 Specular = getSpecular(norm, eyedir, L, col, roughness) * NdotL;
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vec3 outcol = NdotL * col;
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// Shadows
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float bias = 0.002 * tan(acos(NdotL)); // According to the slope
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bias = clamp(bias, 0.001, 0.014);
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vec3 factor = getShadowFactor(xpos.xyz, bias);
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Diff = vec4(factor * NdotL * col, 1.);
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Spec = vec4(factor * Specular, 1.);
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return;
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}
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