stk-code_catmod/data/shaders/sunlightshadowdebug.frag

71 lines
1.9 KiB
GLSL

uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2DArrayShadow shadowtex;
uniform vec3 direction;
uniform vec3 col;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
in vec2 uv;
out vec4 Diff;
out vec4 Spec;
vec3 DecodeNormal(vec2 n);
vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec3 getShadowFactor(vec3 pos, float bias)
{
vec3 cascadeColor[] = vec3[](
vec3(1., 0., 0.),
vec3(0., 1., 0.),
vec3(0., 0., 1.),
vec3(1., 1., 1.)
);
for (int i = 0; i < 4; i++)
{
vec4 shadowcoord = (ShadowViewProjMatrixes[i] * vec4(pos, 1.0));
shadowcoord /= shadowcoord.w;
vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
if (shadowtexcoord.x < 0. || shadowtexcoord.x > 1. || shadowtexcoord.y < 0. || shadowtexcoord.y > 1.)
continue;
return cascadeColor[i] * texture(shadowtex, vec4(shadowtexcoord, float(i), 0.5 * (shadowcoord.z + bias * 0.001) + 0.5));
}
return vec3(1.);
}
void main() {
float z = texture(dtex, uv).x;
vec4 xpos = 2.0 * vec4(uv, z, 1.0) - 1.0;
xpos = InverseViewMatrix * InverseProjectionMatrix * xpos;
xpos.xyz /= xpos.w;
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
float roughness =texture(ntex, uv).z;
vec3 eyedir = -normalize(xpos.xyz);
// Normalized on the cpu
vec3 L = direction;
float NdotL = max(0., dot(norm, L));
vec3 Specular = getSpecular(norm, eyedir, L, col, roughness) * NdotL;
vec3 outcol = NdotL * col;
// Shadows
float bias = 0.002 * tan(acos(NdotL)); // According to the slope
bias = clamp(bias, 0.001, 0.014);
vec3 factor = getShadowFactor(xpos.xyz, bias);
Diff = vec4(factor * NdotL * col, 1.);
Spec = vec4(factor * Specular, 1.);
return;
}