Files
vb01/texture.frag
T
2021-10-19 19:06:40 +03:00

123 lines
3.1 KiB
GLSL
Executable File

#version 330 core
const int numLights=1;
in vec3 fragPos;
in vec3 tan;
in vec3 biTan;
in vec3 norm;
in vec2 texCoords;
in vec4 lightSpaceFragPos;
out vec4 FragColor;
//0-POINT,1-DIRECTIONAL,2-SPOT
struct Light{
int type;
vec3 pos,color,direction;
float innerAngle,outerAngle;
float a,b,c,near,far;
sampler2D depthMap;
samplerCube depthMapCube;
mat4 lightMat;
};
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform Light light[numLights];
uniform bool lightingEnabled;
uniform bool texturingEnabled;
uniform bool normalMapEnabled;
uniform bool castShadow;
uniform vec4 diffuseColor;
uniform vec3 camPos;
float linDepth(float depth,int i){
float z=depth*2-1,near=light[i].near,far=light[i].far;
return (2*near*far)/(far+near-z*(far-near));
}
float getShadow(int id){
int type=light[id].type;
float shadow=0,closestDepth=0,currentDepth=0,bias=.005,val=.7;
/*
if(type==0){
vec3 projDir=fragPos-light[id].pos;
closestDepth=texture(light[id].depthMapCube,projDir).r*light[id].far;
currentDepth=length(projDir);
shadow=(currentDepth-bias>closestDepth)?val:0;
}
*/
if(type!=0){
vec3 projCoords=(light[id].lightMat*vec4(fragPos,1)).xyz/(light[id].lightMat*vec4(fragPos,1)).w;
projCoords=projCoords*.5+.5;
closestDepth=texture(light[id].depthMap,projCoords.xy).r;
currentDepth=projCoords.z;
if(type==2){
closestDepth=linDepth(closestDepth,id);
currentDepth=linDepth(currentDepth,id);
}
shadow=(currentDepth-bias>closestDepth)?val:0;
if(projCoords.z>1)
shadow=0;
}
return shadow;
}
void main(){
vec4 finalColor=texturingEnabled?texture(diffuseMap,texCoords):diffuseColor;
vec3 normal=norm;
if(lightingEnabled){
if(normalMapEnabled){
vec3 n=vec3(texture(normalMap,texCoords));
normal=mat3(tan,biTan,norm)*n;
}
vec3 diffuseColor=vec3(0),specularColor=vec3(0);
float coef=1;
for(int i=0;i<numLights;i++){
vec3 lightDir=vec3(0),reflectVec,viewDir=normalize(camPos-fragPos);
float attenuation=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);
}
else if(light[i].type==1){
lightDir=-normalize(light[i].direction);
}
else if(light[i].type==2){
lightDir=normalize(light[i].pos-fragPos);
float innerAngle=light[i].innerAngle;
float angle=acos(dot(-lightDir,light[i].direction));
float outerAngle=light[i].outerAngle;
if(light[i].innerAngle<=angle&&angle<=light[i].outerAngle){
coef=(angle-outerAngle)/(innerAngle-outerAngle);
}
if(angle>light[i].outerAngle){
coef=0;
}
}
float specularStrength=.5;
reflectVec=reflect(lightDir,normal);
float spec=pow(max(dot(viewDir,reflectVec),0),32);
specularColor+=vec3(1)*spec*specularStrength;
factor=max(dot(lightDir,normal),0.);
diffuseColor+=light[i].color*(factor*attenuation*coef);
}
for(int i=0;i<numLights;i++){
float shadow=getShadow(i);
diffuseColor*=(1-shadow);
/*
*/
}
finalColor*=vec4(diffuseColor+specularColor,1);
}
FragColor=finalColor;
}