implemented shadows for non positional lights

fixed skybox
implemented translation and rotation
This commit is contained in:
devZoGok
2021-10-18 19:05:52 +03:00
parent 7a8a178a74
commit 9479e3324f
52 changed files with 389 additions and 208 deletions
Regular → Executable
+23 -3
View File
@@ -5,6 +5,7 @@ const int numLights=1;
in vec3 fragPos;
in vec3 norm;
in vec2 texCoords;
in vec4 lightSpaceFragPos;
out vec4 FragColor;
@@ -15,25 +16,38 @@ struct Light{
vec3 pos,color,direction;
float innerAngle,outerAngle;
float a,b,c;
sampler2D depthMap;
mat4 lightMat;
};
uniform Light light[numLights];
uniform sampler2D tex;
uniform Light light[numLights];
uniform bool lightingEnabled;
uniform bool texturingEnabled;
uniform bool castShadow;
uniform vec4 diffuseColor;
uniform vec3 camPos;
float getShadow(int id){
vec3 projCoords=(light[id].lightMat*vec4(fragPos,1)).xyz/(light[id].lightMat*vec4(fragPos,1)).w;
projCoords=projCoords*.5+.5;
float closestDepth=texture(light[id].depthMap,projCoords.xy).r;
float currentDepth=projCoords.z;
float bias=.005;
return currentDepth-bias>closestDepth?.7:0;
}
void main(){
vec4 finalColor=texturingEnabled?texture(tex,texCoords):diffuseColor;
if(lightingEnabled){
vec3 diffuseColor=vec3(0),specularColor;
float coef=1;
for(int i=0;i<numLights;i++){
vec3 specularColor,lightDir,reflectVec,viewDir=normalize(camPos-fragPos);
float attenuation=1.0;
float coef=1.0;
float factor;
float a=light[i].a,b=light[i].b,c=light[i].c,dist=length(fragPos-light[i].pos);
coef=1;
if(light[i].type==0){
lightDir=normalize(light[i].pos-fragPos);
attenuation=1.0/(a*dist*dist+b*dist+c);
@@ -59,8 +73,14 @@ void main(){
specularColor+=vec3(1)*spec*specularStrength;
factor=max(dot(lightDir,norm),0.);
diffuseColor+=light[i].color*factor*attenuation*coef;
diffuseColor+=light[i].color*(factor*attenuation*coef);
}
for(int i=0;i<numLights;i++){
float shadow=coef*getShadow(i);
diffuseColor*=(1-shadow);
}
finalColor*=vec4(diffuseColor+specularColor,1);
}
FragColor=finalColor;