gedeng/Shader/bump.fs

131 lines
4.9 KiB
GLSL

#version 430 core
out vec4 FragColor;
in VS_OUT {
vec3 FragPos;
vec4 FragPosLightSpace;
vec2 TexCoords;
vec3 TangentLightDir;
vec3 TangentViewPos;
vec3 TangentFragPos;
} fs_in;
layout (binding = 0) uniform sampler2D albedoMap;
layout (binding = 1) uniform sampler2D normalMap;
layout (binding = 2) uniform sampler2D depthMap;
layout (binding = 3) uniform sampler2D shadowMap;
uniform float bump_depth;
uniform float number_of_steps;
uniform float number_of_refinement_steps;
vec2 get_parallax_offset_uv(vec2 uv, vec3 view_direction) {
float layer_depth = 1.0 / number_of_steps;
float refinement_layer_depth = layer_depth / number_of_refinement_steps;
float current_layer_depth = 0.0;
// the amount to shift the texture coordinates per layer (from vector total_uv_shift)
vec2 total_uv_shift = view_direction.xy / view_direction.z * bump_depth;
vec2 uv_shift_per_layer = total_uv_shift / number_of_steps;
vec2 uv_refine_shift_per_layer = total_uv_shift / (number_of_steps * number_of_refinement_steps);
// Initial values
vec2 current_uv = uv;
float current_bump_value = 1.0 - texture(depthMap, current_uv).r;
// Loop until our depth is greater than the value in the bump map, meaning our ray collided
while(current_layer_depth < current_bump_value) {
current_uv -= uv_shift_per_layer;
current_bump_value = 1.0 - texture(depthMap, current_uv).r;
current_layer_depth += layer_depth;
}
// Reverse the last operations so we're at the point before the collision
current_uv += uv_shift_per_layer;
current_bump_value = 1.0 - texture(depthMap, current_uv).r;
// Loop again for the refinement steps
while(current_layer_depth < current_bump_value) {
current_uv -= uv_refine_shift_per_layer;
current_bump_value = 1.0 - texture(depthMap, current_uv).r;
current_layer_depth += refinement_layer_depth;
}
// Referse the UV operation again and return the result
current_uv += uv_refine_shift_per_layer;
return current_uv;
}
float get_shadow(vec4 fragPosLightSpace, vec3 normal) {
// perform perspective divide
mediump vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
// If we're outside of [0.0, 1.0] in the coordinates, return 0
if (projCoords.x < 0.0 || projCoords.y < 0.0 || projCoords.x > 1.0 || projCoords.y > 1.0) return 0.0;
// Variance Shadow Map Calculation
vec2 moments = texture(shadowMap, projCoords.xy).rg;
// get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
mediump float closestDepth = texture(shadowMap, projCoords.xy).r;
// get depth of current fragment from light's perspective
mediump float currentDepth = projCoords.z;
// check whether current frag pos is in shadow
float p = step(projCoords.z, moments.x);
// We divide by this later, so make sure it's not exactly 0
// It seems like it should always be 0.0, but due to interpolation it's not -- it increases with the deviation!
float variance = max(moments.y - moments.x * moments.x, 0.00002);
float d = projCoords.z - moments.x * 1.0; // bias should be "compare", what is that?
float p_max = variance / (variance + d * d);
// If this pixel is exactly in the light, p is 1, so make sure we return that in that case
// min() to make sure that it doesn't get greater than 1.0
return 1.0 - min(max(p, p_max), 1.0);
}
void main() {
// Offset texture coordinates with Parallax Mapping
vec3 view_direction = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
vec2 uv = fs_in.TexCoords;
uv = get_parallax_offset_uv(uv, view_direction);
// Discard if the parallax offset moved us outside of the texture
// TODO: Do this only if the mode is not REPEAT
//if (uv.x > 1.0 || uv.y > 1.0 || uv.x < 0.0 || uv.y < 0.0)
// discard;
// Get normal from normal map and scale it to -1..1
vec3 normal = texture(normalMap, uv).rgb;
normal = normalize(normal * 2.0 - 1.0);
// Get albedo color
vec3 color = texture(albedoMap, uv).rgb;
// Ambient lighting
vec3 ambient = 0.1 * color;
// Apply albedo with intensity based on the dot product between the light direction and the normal here
vec3 light_direction = fs_in.TangentLightDir;
float light_normal_dot = max(dot(light_direction, normal), 0.0);
vec3 albedo = light_normal_dot * color;
// Specular lighting
vec3 halfway_reflected_light_direction = normalize(light_direction + view_direction);
float spec = pow(max(dot(normal, halfway_reflected_light_direction), 0.0), 32.0);
vec3 specular = vec3(0.2) * spec;
float shadow = get_shadow(fs_in.FragPosLightSpace, normal);
// Apply
FragColor = vec4(ambient + albedo + specular - shadow * 0.25, 1.0);
}