141 lines
5.3 KiB
GLSL
141 lines
5.3 KiB
GLSL
#version 430 core
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out vec4 FragColor;
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in VS_OUT {
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vec3 FragPos;
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vec4 FragPosLightSpace;
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vec2 TexCoords;
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vec3 TangentLightDir;
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vec3 TangentViewPos;
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vec3 TangentFragPos;
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} fs_in;
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layout (binding = 0) uniform sampler2D albedoMap;
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layout (binding = 1) uniform sampler2D normalMap;
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layout (binding = 2) uniform sampler2D depthMap;
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layout (binding = 3) uniform sampler2D shadowMap;
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uniform float bump_depth;
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uniform float number_of_steps;
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uniform float number_of_refinement_steps;
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vec2 get_parallax_offset_uv(vec2 uv, vec3 view_direction) {
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float layer_depth = 1.0 / number_of_steps;
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float refinement_layer_depth = layer_depth / number_of_refinement_steps;
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float current_layer_depth = 0.0;
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// the amount to shift the texture coordinates per layer (from vector total_uv_shift)
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vec2 total_uv_shift = view_direction.xy / view_direction.z * bump_depth;
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vec2 uv_shift_per_layer = total_uv_shift / number_of_steps;
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vec2 uv_refine_shift_per_layer = total_uv_shift / (number_of_steps * number_of_refinement_steps);
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// Initial values
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vec2 current_uv = uv;
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float current_bump_value = 1.0 - texture(depthMap, current_uv).r;
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// Loop until our depth is greater than the value in the bump map, meaning our ray collided
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while(current_layer_depth < current_bump_value) {
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current_uv -= uv_shift_per_layer;
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current_bump_value = 1.0 - texture(depthMap, current_uv).r;
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current_layer_depth += layer_depth;
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}
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// Reverse the last operations so we're at the point before the collision
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current_uv += uv_shift_per_layer;
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current_bump_value = 1.0 - texture(depthMap, current_uv).r;
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// Loop again for the refinement steps
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while(current_layer_depth < current_bump_value) {
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current_uv -= uv_refine_shift_per_layer;
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current_bump_value = 1.0 - texture(depthMap, current_uv).r;
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current_layer_depth += refinement_layer_depth;
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}
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// Reverse the UV operation again and return the result
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current_uv += uv_refine_shift_per_layer;
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return current_uv;
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}
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// Return a linear interpolation (0..1) of value between low and high, or 0.0 / 1.0 if value is below / above the bounds
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float linear_step(float low, float high, float value) {
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return clamp((value - low) / (high - low), 0.0, 1.0);
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}
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float get_shadow(vec4 fragPosLightSpace, vec3 normal) {
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// perform perspective divide
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mediump vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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// transform to [0,1] range
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projCoords = projCoords * 0.5 + 0.5;
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// If we're outside of [0.0, 1.0] in the coordinates, return 0
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if (projCoords.x < 0.0 || projCoords.y < 0.0 || projCoords.x > 1.0 || projCoords.y > 1.0) return 0.0;
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// Variance Shadow Map Calculation
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vec2 moments = texture(shadowMap, projCoords.xy).rg;
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// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
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mediump float closestDepth = moments.r;
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mediump float depth_squared = moments.g;
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// get depth of current fragment from light's perspective
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mediump float currentDepth = projCoords.z;
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// check whether current frag pos is in shadow
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float p = step(currentDepth, closestDepth);
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// We divide by this later, so make sure it's not exactly 0
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// It seems like it should always be 0.0, but due to interpolation it's not -- it increases with the deviation!
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// A larger second parameter to max() means more blur (but also more light bleeding)
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float variance = max(depth_squared - closestDepth * closestDepth, (-0.01 + (currentDepth - closestDepth) * 0.7) * 0.1);
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float d = currentDepth - closestDepth;
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// Use linear_step to prevent light bleeding
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float p_max = linear_step(0.2, 1.0, variance / (variance + d * d));
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// If this pixel is exactly in the light, p is 1, so make sure we return that in that case
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// min() to make sure that it doesn't get greater than 1.0
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return 1.0 - min(max(p, p_max), 1.0);
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}
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void main() {
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// Offset texture coordinates with Parallax Mapping
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vec3 view_direction = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
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vec2 uv = fs_in.TexCoords;
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uv = get_parallax_offset_uv(uv, view_direction);
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// Discard if the parallax offset moved us outside of the texture
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// TODO: Do this only if the mode is not REPEAT
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//if (uv.x > 1.0 || uv.y > 1.0 || uv.x < 0.0 || uv.y < 0.0)
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// discard;
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// Get normal from normal map and scale it to -1..1
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vec3 normal = texture(normalMap, uv).rgb;
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normal = normalize(normal * 2.0 - 1.0);
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// Get albedo color
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vec3 color = texture(albedoMap, uv).rgb;
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// Ambient lighting
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vec3 ambient = 0.1 * color;
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// Apply albedo with intensity based on the dot product between the light direction and the normal here
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vec3 light_direction = fs_in.TangentLightDir;
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float light_normal_dot = max(dot(light_direction, normal), 0.0);
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vec3 albedo = light_normal_dot * color;
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// Specular lighting
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vec3 halfway_reflected_light_direction = normalize(light_direction + view_direction);
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float spec = pow(max(dot(normal, halfway_reflected_light_direction), 0.0), 32.0);
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vec3 specular = vec3(0.2) * spec;
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float shadow = get_shadow(fs_in.FragPosLightSpace, normal);
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// Apply
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FragColor = vec4(ambient + albedo + specular - shadow * 0.3, 1.0);
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}
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