stuff
This commit is contained in:
+3
-3
@@ -12,7 +12,6 @@ uniform vec2 pixelScale;
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uniform vec2 pixelPos;
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uniform vec4 Color = {0.0f,0.0f,0.0f,1.0f};
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uniform vec4 BackgroundColor = {0.0f,0.0f,0.0f,1.0f};
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void main()
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{
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@@ -27,10 +26,11 @@ void main()
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vec2 absrelcoord = abs(fragPosTopLeft - pixelScale/2 - pixelPos);
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if (!(absrelcoord.x < r1.x || absrelcoord.y < r1.y)) {
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if (pow(absrelcoord.y-r1.y,2) > pow(roundingfactor,2) - pow((absrelcoord.x-r1.x),2)) {
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vec2 cornerOffset = absrelcoord - r1;
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if (dot(cornerOffset, cornerOffset) > roundingfactor * roundingfactor) {
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discard;
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}
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}
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}
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}
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}
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@@ -12,7 +12,6 @@ uniform vec2 pixelScale;
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uniform vec2 pixelPos;
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uniform vec4 Color = {0.0f,0.0f,0.0f,1.0f};
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uniform vec4 BackgroundColor = {0.0f,0.0f,0.0f,1.0f};
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uniform sampler2D tex;
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@@ -29,10 +28,11 @@ void main()
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vec2 absrelcoord = abs(fragPosTopLeft - pixelScale/2 - pixelPos);
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if (!(absrelcoord.x < r1.x || absrelcoord.y < r1.y)) {
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if (pow(absrelcoord.y-r1.y,2) > pow(roundingfactor,2) - pow((absrelcoord.x-r1.x),2)) {
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vec2 cornerOffset = absrelcoord - r1;
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if (dot(cornerOffset, cornerOffset) > roundingfactor * roundingfactor) {
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discard;
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}
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}
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}
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}
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}
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@@ -11,6 +11,10 @@ uniform vec2 pixelScale;
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uniform float z;
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uniform float rotation;
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uniform int uvMode = 0; // 0 = stretch, 1 = tile
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uniform vec3 tileScale = vec3(1.0);
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uniform vec2 uvOffset = vec2(0.0);
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void main()
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{
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vec2 unitPos = aPos * 0.5 + 0.5;
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@@ -20,5 +24,7 @@ void main()
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gl_Position = vec4(ndc, 0.0f, 1.0f);
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TexCoords = aTexCoords;
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// Screen y runs down here, so flip v to keep images the right way up
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vec2 uv = vec2(aTexCoords.x, 1.0 - aTexCoords.y);
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TexCoords = (uvMode == 1 ? uv * tileScale.xy : uv) + uvOffset;
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}
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@@ -11,12 +11,14 @@ out vec3 FragPos;
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uniform mat4 view;
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uniform mat4 proj;
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uniform int uvMode = 0; // 0 = stretch, 1 = tile
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uniform vec3 tileScale = vec3(1.0);
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uniform vec2 uvOffset = vec2(0.0);
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void main()
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{
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FragPos = vec3(modl * vec4(aPos, 1.0));
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normal = aNormal;
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texCoord = aTex;
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texCoord = (uvMode == 1 ? aPos.xy * tileScale.xy : aTex) + uvOffset;
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gl_Position = proj* view * modl * vec4(aPos,1.0f);
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}
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@@ -4,6 +4,8 @@ out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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uniform sampler2D bloomTexture;
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uniform float bloomStrength = 0.0f;
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uniform float brightness = 0.0f;
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uniform float colorContrast = 0.0f;
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uniform float saturation = 1.0f;
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@@ -21,21 +23,19 @@ vec3 ACESFilm(vec3 x)
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void main()
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{
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vec3 originalcolor = texture(screenTexture, TexCoords).rgb;
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// Added before tonemapping, while everything is still in HDR
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vec3 originalcolor = texture(screenTexture, TexCoords).rgb
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+ texture(bloomTexture, TexCoords).rgb * bloomStrength;
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vec3 finalcolor = ACESFilm(originalcolor * exposure);
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const float gamma = 2.2;
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finalcolor = pow(finalcolor, vec3(1.0 / gamma));
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vec3 contrast = vec3(1.0f) - finalcolor;
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finalcolor = mix(finalcolor,vec3(1.0f) - finalcolor,colorContrast);
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float average = (finalcolor[0]+finalcolor[1]+finalcolor[2])/3.0f;
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for (int i = 0; i < 3; i++) {
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finalcolor[i] = average + saturation * (finalcolor[i] - average);
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}
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finalcolor = mix(vec3(average), finalcolor, saturation);
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FragColor = vec4(finalcolor,1.0f);
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}
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@@ -0,0 +1,23 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D image;
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uniform int horizontal;
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const float weights[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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void main()
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{
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vec2 texel = 1.0 / vec2(textureSize(image, 0));
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vec2 direction = horizontal != 0 ? vec2(texel.x, 0.0) : vec2(0.0, texel.y);
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vec3 color = texture(image, TexCoords).rgb * weights[0];
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for (int i = 1; i < 5; i++) {
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color += texture(image, TexCoords + direction * float(i)).rgb * weights[i];
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color += texture(image, TexCoords - direction * float(i)).rgb * weights[i];
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}
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FragColor = vec4(color, 1.0);
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}
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@@ -0,0 +1,26 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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uniform float threshold;
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void main()
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{
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// Averaged, since a quarter size target would otherwise skip most of the screen's pixels
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vec2 texel = 1.0 / vec2(textureSize(screenTexture, 0));
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vec3 color = (texture(screenTexture, TexCoords + texel * vec2(-1.0, -1.0)).rgb
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+ texture(screenTexture, TexCoords + texel * vec2(1.0, -1.0)).rgb
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+ texture(screenTexture, TexCoords + texel * vec2(-1.0, 1.0)).rgb
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+ texture(screenTexture, TexCoords + texel * vec2(1.0, 1.0)).rgb) * 0.25;
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// A single blown out specular pixel would otherwise flash a huge glow
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color = min(color, vec3(20.0));
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// Keeps the hue of whatever is over the threshold, and fades in instead of cutting off
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float brightness = max(color.r, max(color.g, color.b));
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float contribution = max(brightness - threshold, 0.0) / max(brightness, 1e-4);
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FragColor = vec4(color * contribution, 1.0);
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}
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+150
-13
@@ -12,7 +12,42 @@ struct DirLight {
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float intensity;
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};
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uniform DirLight dirLight;
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struct PointLight {
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vec3 position;
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vec3 color;
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float intensity;
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float radius;
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int shadowTile;
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};
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struct SpotLight {
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vec3 position;
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vec3 direction;
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vec3 color;
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float intensity;
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float radius;
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float innerCos;
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float outerCos;
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int shadowTile;
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};
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// The array sizes have to match Light.h
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#define MAX_DIRECTIONAL_LIGHTS 4
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#define MAX_POINT_LIGHTS 16
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#define MAX_SPOT_LIGHTS 8
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#define SHADOW_ATLAS_COLUMNS 6
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#define SHADOW_ATLAS_TILES (SHADOW_ATLAS_COLUMNS * SHADOW_ATLAS_COLUMNS)
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uniform DirLight dirLight; // the sun, the only light with a shadow map
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uniform DirLight directionalLights[MAX_DIRECTIONAL_LIGHTS];
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uniform int directionalLightCount = 0;
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uniform PointLight pointLights[MAX_POINT_LIGHTS];
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uniform int pointLightCount = 0;
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uniform SpotLight spotLights[MAX_SPOT_LIGHTS];
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uniform int spotLightCount = 0;
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uniform sampler2DShadow localShadowMap;
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uniform mat4 shadowTileMatrices[SHADOW_ATLAS_TILES];
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uniform vec3 viewPos;
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uniform sampler2DShadow shadowMap;
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@@ -23,6 +58,7 @@ uniform int useTexture = 0;
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uniform float metallic = 0.0;
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uniform float roughness = 0.7;
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uniform float ao = 1.0;
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uniform float emissive = 0.0;
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uniform float envIntensity = 0.8;
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const float PI = 3.14159265359;
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@@ -72,6 +108,65 @@ vec3 EnvironmentBRDF(vec3 F0, float rough, float NdotV)
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return F0 * AB.x + AB.y;
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}
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// Light from one direction, L points from the surface toward the light
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vec3 ShadeLight(vec3 L, vec3 radiance, vec3 N, vec3 V, vec3 albedo, float metal, float rough, vec3 F0, float NdotV)
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{
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float NdotL = max(dot(N, L), 0.0);
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if (NdotL <= 0.0)
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return vec3(0.0);
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vec3 H = normalize(V + L);
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vec3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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float NDF = DistributionGGX(N, H, rough);
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float G = GeometrySmith(N, V, L, rough);
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vec3 specular = (NDF * G * F) / max(4.0 * NdotV * NdotL, 1e-4);
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vec3 kD = (vec3(1.0) - F) * (1.0 - metal);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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// Inverse square falloff, windowed so it reaches exactly zero at the radius
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float PointAttenuation(float distanceSquared, float radius)
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{
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float ratio = distanceSquared / (radius * radius);
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float window = clamp(1.0 - ratio * ratio, 0.0, 1.0);
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return window * window / max(distanceSquared, 0.01);
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}
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// Which of a point light's 6 atlas tiles covers offset, the order is set in RenderLocalShadows
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int PointShadowFace(vec3 offset)
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{
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vec3 size = abs(offset);
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if (size.x >= size.y && size.x >= size.z) return offset.x > 0.0 ? 0 : 1;
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if (size.y >= size.z) return offset.y > 0.0 ? 2 : 3;
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return offset.z > 0.0 ? 4 : 5;
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}
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// 1 = lit, 0 = shadowed. Stays inside the tile so the filter can't pick up its neighbours.
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float LocalShadow(int tile, vec3 worldPos, vec3 N)
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{
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vec4 clipPos = shadowTileMatrices[tile] * vec4(worldPos + N * 0.04, 1.0);
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if (clipPos.w <= 0.0)
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return 1.0;
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vec3 projCoords = clipPos.xyz / clipPos.w * 0.5 + 0.5;
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if (any(lessThan(projCoords, vec3(0.0))) || any(greaterThan(projCoords, vec3(1.0))))
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return 1.0;
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float tileSize = 1.0 / float(SHADOW_ATLAS_COLUMNS);
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vec2 tileOrigin = vec2(float(tile % SHADOW_ATLAS_COLUMNS), float(tile / SHADOW_ATLAS_COLUMNS)) * tileSize;
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vec2 texelSize = 1.0 / vec2(textureSize(localShadowMap, 0));
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vec2 uv = tileOrigin + projCoords.xy * tileSize;
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float shadow = 0.0;
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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vec2 sampleUV = clamp(uv + vec2(x, y) * texelSize, tileOrigin + texelSize, tileOrigin + tileSize - texelSize);
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shadow += texture(localShadowMap, vec3(sampleUV, projCoords.z - 0.0002));
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}
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}
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return shadow / 9.0;
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}
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float ShadowCalculation(vec4 fragPosLightSpace, vec3 N, vec3 L)
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{
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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@@ -112,21 +207,63 @@ void main()
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vec3 N = normalize(normal);
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vec3 V = normalize(viewPos - FragPos);
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vec3 L = normalize(-dirLight.direction);
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vec3 H = normalize(V + L);
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float NdotV = max(dot(N, V), 1e-4);
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float NdotL = max(dot(N, L), 0.0);
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vec3 F0 = mix(vec3(0.04), albedo, metal);
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vec3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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float NDF = DistributionGGX(N, H, rough);
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float G = GeometrySmith(N, V, L, rough);
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vec3 specular = (NDF * G * F) / max(4.0 * NdotV * NdotL, 1e-4);
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vec3 kD = (vec3(1.0) - F) * (1.0 - metal);
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vec3 radiance = dirLight.color * dirLight.intensity;
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vec3 direct = vec3(0.0);
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float shadow = ShadowCalculation(fragposlightspace, N, L);
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vec3 direct = (kD * albedo / PI + specular) * radiance * NdotL * shadow;
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// Facing away from the sun has no direct light, so skip the BRDF and the 9 shadow samples
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vec3 sunL = normalize(-dirLight.direction);
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if (dot(N, sunL) > 0.0) {
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float shadow = ShadowCalculation(fragposlightspace, N, sunL);
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direct += ShadeLight(sunL, dirLight.color * dirLight.intensity, N, V, albedo, metal, rough, F0, NdotV) * shadow;
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}
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for (int i = 0; i < directionalLightCount; i++) {
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vec3 L = normalize(-directionalLights[i].direction);
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vec3 radiance = directionalLights[i].color * directionalLights[i].intensity;
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direct += ShadeLight(L, radiance, N, V, albedo, metal, rough, F0, NdotV);
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}
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for (int i = 0; i < pointLightCount; i++) {
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vec3 toLight = pointLights[i].position - FragPos;
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float distanceSquared = dot(toLight, toLight);
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float radius = pointLights[i].radius;
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if (distanceSquared >= radius * radius)
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continue;
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vec3 radiance = pointLights[i].color * pointLights[i].intensity * PointAttenuation(distanceSquared, radius);
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vec3 L = toLight / sqrt(distanceSquared);
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if (dot(N, L) <= 0.0)
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continue;
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vec3 lit = ShadeLight(L, radiance, N, V, albedo, metal, rough, F0, NdotV);
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if (pointLights[i].shadowTile >= 0)
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lit *= LocalShadow(pointLights[i].shadowTile + PointShadowFace(-toLight), FragPos, N);
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direct += lit;
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}
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for (int i = 0; i < spotLightCount; i++) {
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vec3 toLight = spotLights[i].position - FragPos;
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float distanceSquared = dot(toLight, toLight);
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float radius = spotLights[i].radius;
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if (distanceSquared >= radius * radius)
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continue;
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vec3 L = toLight / sqrt(distanceSquared);
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float cone = smoothstep(spotLights[i].outerCos, spotLights[i].innerCos, dot(-L, spotLights[i].direction));
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if (cone <= 0.0)
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continue;
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if (dot(N, L) <= 0.0)
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continue;
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vec3 radiance = spotLights[i].color * spotLights[i].intensity * PointAttenuation(distanceSquared, radius) * cone;
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vec3 lit = ShadeLight(L, radiance, N, V, albedo, metal, rough, F0, NdotV);
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if (spotLights[i].shadowTile >= 0)
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lit *= LocalShadow(spotLights[i].shadowTile, FragPos, N);
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direct += lit;
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}
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vec3 ambientF = FresnelSchlickRoughness(NdotV, F0, rough);
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vec3 ambientKD = (vec3(1.0) - ambientF) * (1.0 - metal);
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@@ -136,5 +273,5 @@ void main()
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vec3 specularIBL = prefiltered * EnvironmentBRDF(F0, rough, NdotV);
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vec3 ambient = (ambientKD * irradiance * albedo + specularIBL) * ao;
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FragColor = vec4(direct + ambient, albedoSample.a);
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FragColor = vec4(direct + ambient + albedo * emissive * 4.0, albedoSample.a);
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}
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+29
-5
@@ -13,11 +13,35 @@ uniform mat4 proj;
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uniform mat4 lightSpaceMatrix;
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uniform int uvMode = 0; // 0 = stretch, 1 = tile
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uniform vec3 tileScale = vec3(1.0);
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uniform vec2 uvOffset = vec2(0.0);
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// Same direction as transpose(inverse(m)) for normals, without the per vertex inverse
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mat3 CofactorMatrix(mat3 m)
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{
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return mat3(cross(m[1], m[2]), cross(m[2], m[0]), cross(m[0], m[1]));
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}
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// Tiling ignores the mesh's uvs and projects from whichever axis the surface faces,
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// so every face of a stretched cube repeats at the same size
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vec2 SurfaceUV()
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{
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if (uvMode == 0) return aTex + uvOffset;
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vec3 n = abs(aNormal);
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vec3 p = aPos * tileScale;
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if (n.y >= n.x && n.y >= n.z) return p.xz + uvOffset;
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if (n.x >= n.z) return p.zy + uvOffset;
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return p.xy + uvOffset;
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}
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void main()
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{
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FragPos = vec3(modl * vec4(aPos, 1.0));
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normal = transpose(inverse(mat3(modl))) * aNormal;
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texCoord = aTex;
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fragposlightspace = lightSpaceMatrix * vec4(FragPos, 1.0);
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gl_Position = proj* view * modl * vec4(aPos,1.0f);
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vec4 worldPos = modl * vec4(aPos, 1.0);
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FragPos = worldPos.xyz;
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normal = CofactorMatrix(mat3(modl)) * aNormal;
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texCoord = SurfaceUV();
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fragposlightspace = lightSpaceMatrix * worldPos;
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gl_Position = proj * view * worldPos;
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}
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+251
-37
@@ -3,59 +3,273 @@ out vec4 FragColor;
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in vec2 TexCoord;
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uniform sampler2D gPosition;
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uniform sampler2D gNormal;
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uniform sampler2D gAlbedo;
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uniform sampler2D gLightSpacePos;
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uniform sampler2DShadow shadowMap;
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struct DirLight {
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vec3 direction;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 color;
|
||||
float intensity;
|
||||
};
|
||||
uniform DirLight dirLight;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
float ShadowCalculation(vec4 fragPosLightSpace)
|
||||
struct PointLight {
|
||||
vec3 position;
|
||||
vec3 color;
|
||||
float intensity;
|
||||
float radius;
|
||||
int shadowTile;
|
||||
};
|
||||
|
||||
struct SpotLight {
|
||||
vec3 position;
|
||||
vec3 direction;
|
||||
vec3 color;
|
||||
float intensity;
|
||||
float radius;
|
||||
float innerCos;
|
||||
float outerCos;
|
||||
int shadowTile;
|
||||
};
|
||||
|
||||
// The array sizes have to match Light.h
|
||||
#define MAX_DIRECTIONAL_LIGHTS 4
|
||||
#define MAX_POINT_LIGHTS 16
|
||||
#define MAX_SPOT_LIGHTS 8
|
||||
#define SHADOW_ATLAS_COLUMNS 6
|
||||
#define SHADOW_ATLAS_TILES (SHADOW_ATLAS_COLUMNS * SHADOW_ATLAS_COLUMNS)
|
||||
|
||||
uniform DirLight dirLight; // the sun, the only light with a shadow map
|
||||
uniform DirLight directionalLights[MAX_DIRECTIONAL_LIGHTS];
|
||||
uniform int directionalLightCount = 0;
|
||||
uniform PointLight pointLights[MAX_POINT_LIGHTS];
|
||||
uniform int pointLightCount = 0;
|
||||
uniform SpotLight spotLights[MAX_SPOT_LIGHTS];
|
||||
uniform int spotLightCount = 0;
|
||||
uniform sampler2DShadow localShadowMap;
|
||||
uniform mat4 shadowTileMatrices[SHADOW_ATLAS_TILES];
|
||||
|
||||
uniform vec3 viewPos;
|
||||
uniform mat4 lightSpaceMatrix;
|
||||
|
||||
uniform sampler2D gPosition;
|
||||
uniform sampler2D gNormal;
|
||||
uniform sampler2D gAlbedo;
|
||||
uniform sampler2D gMaterial;
|
||||
uniform sampler2DShadow shadowMap;
|
||||
uniform samplerCube environmentMap;
|
||||
uniform float envIntensity = 0.8;
|
||||
|
||||
const float PI = 3.14159265359;
|
||||
|
||||
float DistributionGGX(vec3 N, vec3 H, float rough)
|
||||
{
|
||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
if (projCoords.z > 1.0) return 0.0;
|
||||
return texture(shadowMap, vec3(projCoords.xy, projCoords.z));
|
||||
float a = rough * rough;
|
||||
float a2 = a * a;
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float NdotH2 = NdotH * NdotH;
|
||||
float denom = NdotH2 * (a2 - 1.0) + 1.0;
|
||||
return a2 / max(PI * denom * denom, 1e-5);
|
||||
}
|
||||
|
||||
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec4 fragPosLS, vec3 albedo)
|
||||
float GeometrySchlickGGX(float NdotV, float rough)
|
||||
{
|
||||
vec3 lightDir = normalize(-light.direction);
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
|
||||
float r = rough + 1.0;
|
||||
float k = (r * r) / 8.0;
|
||||
return NdotV / (NdotV * (1.0 - k) + k);
|
||||
}
|
||||
|
||||
vec3 ambient = light.ambient * albedo;
|
||||
vec3 diffuse = light.diffuse * diff * albedo;
|
||||
vec3 specular = light.specular * spec;
|
||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float rough)
|
||||
{
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
return GeometrySchlickGGX(NdotV, rough) * GeometrySchlickGGX(NdotL, rough);
|
||||
}
|
||||
|
||||
float shadow = ShadowCalculation(fragPosLS);
|
||||
return ambient + (diffuse + specular) * shadow;
|
||||
vec3 FresnelSchlick(float cosTheta, vec3 F0)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||
}
|
||||
|
||||
vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float rough)
|
||||
{
|
||||
vec3 f = max(vec3(1.0 - rough), F0);
|
||||
return F0 + (f - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||
}
|
||||
|
||||
vec3 EnvironmentBRDF(vec3 F0, float rough, float NdotV)
|
||||
{
|
||||
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
|
||||
const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
|
||||
vec4 r = rough * c0 + c1;
|
||||
float a004 = min(r.x * r.x, exp2(-9.28 * NdotV)) * r.x + r.y;
|
||||
vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;
|
||||
return F0 * AB.x + AB.y;
|
||||
}
|
||||
|
||||
// Light from one direction, L points from the surface toward the light
|
||||
vec3 ShadeLight(vec3 L, vec3 radiance, vec3 N, vec3 V, vec3 albedo, float metal, float rough, vec3 F0, float NdotV)
|
||||
{
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
if (NdotL <= 0.0)
|
||||
return vec3(0.0);
|
||||
|
||||
vec3 H = normalize(V + L);
|
||||
vec3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
|
||||
float NDF = DistributionGGX(N, H, rough);
|
||||
float G = GeometrySmith(N, V, L, rough);
|
||||
vec3 specular = (NDF * G * F) / max(4.0 * NdotV * NdotL, 1e-4);
|
||||
vec3 kD = (vec3(1.0) - F) * (1.0 - metal);
|
||||
return (kD * albedo / PI + specular) * radiance * NdotL;
|
||||
}
|
||||
|
||||
// Inverse square falloff, windowed so it reaches exactly zero at the radius
|
||||
float PointAttenuation(float distanceSquared, float radius)
|
||||
{
|
||||
float ratio = distanceSquared / (radius * radius);
|
||||
float window = clamp(1.0 - ratio * ratio, 0.0, 1.0);
|
||||
return window * window / max(distanceSquared, 0.01);
|
||||
}
|
||||
|
||||
// Which of a point light's 6 atlas tiles covers offset, the order is set in RenderLocalShadows
|
||||
int PointShadowFace(vec3 offset)
|
||||
{
|
||||
vec3 size = abs(offset);
|
||||
if (size.x >= size.y && size.x >= size.z) return offset.x > 0.0 ? 0 : 1;
|
||||
if (size.y >= size.z) return offset.y > 0.0 ? 2 : 3;
|
||||
return offset.z > 0.0 ? 4 : 5;
|
||||
}
|
||||
|
||||
// 1 = lit, 0 = shadowed. Stays inside the tile so the filter can't pick up its neighbours.
|
||||
float LocalShadow(int tile, vec3 worldPos, vec3 N)
|
||||
{
|
||||
vec4 clipPos = shadowTileMatrices[tile] * vec4(worldPos + N * 0.04, 1.0);
|
||||
if (clipPos.w <= 0.0)
|
||||
return 1.0;
|
||||
|
||||
vec3 projCoords = clipPos.xyz / clipPos.w * 0.5 + 0.5;
|
||||
if (any(lessThan(projCoords, vec3(0.0))) || any(greaterThan(projCoords, vec3(1.0))))
|
||||
return 1.0;
|
||||
|
||||
float tileSize = 1.0 / float(SHADOW_ATLAS_COLUMNS);
|
||||
vec2 tileOrigin = vec2(float(tile % SHADOW_ATLAS_COLUMNS), float(tile / SHADOW_ATLAS_COLUMNS)) * tileSize;
|
||||
vec2 texelSize = 1.0 / vec2(textureSize(localShadowMap, 0));
|
||||
vec2 uv = tileOrigin + projCoords.xy * tileSize;
|
||||
|
||||
float shadow = 0.0;
|
||||
for (int x = -1; x <= 1; x++) {
|
||||
for (int y = -1; y <= 1; y++) {
|
||||
vec2 sampleUV = clamp(uv + vec2(x, y) * texelSize, tileOrigin + texelSize, tileOrigin + tileSize - texelSize);
|
||||
shadow += texture(localShadowMap, vec3(sampleUV, projCoords.z - 0.0002));
|
||||
}
|
||||
}
|
||||
return shadow / 9.0;
|
||||
}
|
||||
|
||||
float ShadowCalculation(vec4 fragPosLightSpace, vec3 N, vec3 L)
|
||||
{
|
||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
|
||||
if (projCoords.z > 1.0 || any(lessThan(projCoords, vec3(0.0))) ||
|
||||
any(greaterThan(projCoords, vec3(1.0))))
|
||||
return 1.0;
|
||||
|
||||
float bias = max(0.004 * (1.0 - dot(N, L)), 0.001);
|
||||
vec2 texelSize = 1.0 / vec2(textureSize(shadowMap, 0));
|
||||
float shadow = 0.0;
|
||||
|
||||
for (int x = -1; x <= 1; x++) {
|
||||
for (int y = -1; y <= 1; y++) {
|
||||
vec2 offset = vec2(x, y) * texelSize;
|
||||
shadow += texture(shadowMap, vec3(projCoords.xy + offset, projCoords.z - bias));
|
||||
}
|
||||
}
|
||||
return shadow / 9.0;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 fragPos = texture(gPosition, TexCoord).rgb;
|
||||
vec3 normal = normalize(texture(gNormal, TexCoord).rgb);
|
||||
vec4 albedaSample = texture(gAlbedo, TexCoord);
|
||||
vec4 fragPosLS = texture(gLightSpacePos, TexCoord);
|
||||
vec3 normal = texture(gNormal, TexCoord).rgb;
|
||||
|
||||
// Sky (no geometry written) — output clear color
|
||||
if (length(normal) < 0.1) {
|
||||
FragColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
return;
|
||||
// Nothing was written here, keep the skybox underneath
|
||||
if (dot(normal, normal) < 0.01)
|
||||
discard;
|
||||
|
||||
vec3 FragPos = texture(gPosition, TexCoord).rgb;
|
||||
vec4 albedoSample = texture(gAlbedo, TexCoord);
|
||||
vec4 material = texture(gMaterial, TexCoord);
|
||||
|
||||
vec3 albedo = albedoSample.rgb;
|
||||
float metal = material.r;
|
||||
float rough = material.g;
|
||||
float ao = material.b;
|
||||
|
||||
vec3 N = normalize(normal);
|
||||
vec3 V = normalize(viewPos - FragPos);
|
||||
float NdotV = max(dot(N, V), 1e-4);
|
||||
|
||||
vec3 F0 = mix(vec3(0.04), albedo, metal);
|
||||
vec3 direct = vec3(0.0);
|
||||
|
||||
// Facing away from the sun has no direct light, so skip the BRDF and the 9 shadow samples
|
||||
vec3 sunL = normalize(-dirLight.direction);
|
||||
if (dot(N, sunL) > 0.0) {
|
||||
float shadow = ShadowCalculation(lightSpaceMatrix * vec4(FragPos, 1.0), N, sunL);
|
||||
direct += ShadeLight(sunL, dirLight.color * dirLight.intensity, N, V, albedo, metal, rough, F0, NdotV) * shadow;
|
||||
}
|
||||
|
||||
vec3 viewDir = normalize(viewPos - fragPos);
|
||||
vec3 lit = CalcDirLight(dirLight, normal, viewDir, fragPosLS, albedaSample.rgb);
|
||||
for (int i = 0; i < directionalLightCount; i++) {
|
||||
vec3 L = normalize(-directionalLights[i].direction);
|
||||
vec3 radiance = directionalLights[i].color * directionalLights[i].intensity;
|
||||
direct += ShadeLight(L, radiance, N, V, albedo, metal, rough, F0, NdotV);
|
||||
}
|
||||
|
||||
FragColor = vec4(lit, albedaSample.a);
|
||||
for (int i = 0; i < pointLightCount; i++) {
|
||||
vec3 toLight = pointLights[i].position - FragPos;
|
||||
float distanceSquared = dot(toLight, toLight);
|
||||
float radius = pointLights[i].radius;
|
||||
if (distanceSquared >= radius * radius)
|
||||
continue;
|
||||
|
||||
vec3 radiance = pointLights[i].color * pointLights[i].intensity * PointAttenuation(distanceSquared, radius);
|
||||
vec3 L = toLight / sqrt(distanceSquared);
|
||||
if (dot(N, L) <= 0.0)
|
||||
continue;
|
||||
|
||||
vec3 lit = ShadeLight(L, radiance, N, V, albedo, metal, rough, F0, NdotV);
|
||||
if (pointLights[i].shadowTile >= 0)
|
||||
lit *= LocalShadow(pointLights[i].shadowTile + PointShadowFace(-toLight), FragPos, N);
|
||||
direct += lit;
|
||||
}
|
||||
|
||||
for (int i = 0; i < spotLightCount; i++) {
|
||||
vec3 toLight = spotLights[i].position - FragPos;
|
||||
float distanceSquared = dot(toLight, toLight);
|
||||
float radius = spotLights[i].radius;
|
||||
if (distanceSquared >= radius * radius)
|
||||
continue;
|
||||
|
||||
vec3 L = toLight / sqrt(distanceSquared);
|
||||
float cone = smoothstep(spotLights[i].outerCos, spotLights[i].innerCos, dot(-L, spotLights[i].direction));
|
||||
if (cone <= 0.0)
|
||||
continue;
|
||||
|
||||
if (dot(N, L) <= 0.0)
|
||||
continue;
|
||||
|
||||
vec3 radiance = spotLights[i].color * spotLights[i].intensity * PointAttenuation(distanceSquared, radius) * cone;
|
||||
vec3 lit = ShadeLight(L, radiance, N, V, albedo, metal, rough, F0, NdotV);
|
||||
if (spotLights[i].shadowTile >= 0)
|
||||
lit *= LocalShadow(spotLights[i].shadowTile, FragPos, N);
|
||||
direct += lit;
|
||||
}
|
||||
|
||||
vec3 ambientF = FresnelSchlickRoughness(NdotV, F0, rough);
|
||||
vec3 ambientKD = (vec3(1.0) - ambientF) * (1.0 - metal);
|
||||
vec3 irradiance = pow(textureLod(environmentMap, N, 7.0).rgb, vec3(2.2)) * envIntensity;
|
||||
vec3 R = reflect(-V, N);
|
||||
vec3 prefiltered = pow(textureLod(environmentMap, R, rough * 7.0).rgb, vec3(2.2)) * envIntensity;
|
||||
vec3 specularIBL = prefiltered * EnvironmentBRDF(F0, rough, NdotV);
|
||||
vec3 ambient = (ambientKD * irradiance * albedo + specularIBL) * ao;
|
||||
|
||||
vec3 emission = albedo * material.a * 4.0;
|
||||
|
||||
FragColor = vec4(direct + ambient + emission, albedoSample.a);
|
||||
}
|
||||
|
||||
+28
-18
@@ -6,36 +6,46 @@ in vec2 TexCoord;
|
||||
uniform sampler2D gPosition;
|
||||
uniform sampler2D gNormal;
|
||||
uniform sampler2D gAlbedo;
|
||||
uniform sampler2D gLightSpacePos;
|
||||
uniform sampler2DShadow shadowMap;
|
||||
uniform sampler2D gMaterial;
|
||||
uniform sampler2D depthTex;
|
||||
uniform sampler2D shadowTex;
|
||||
uniform sampler2D bloomTex;
|
||||
|
||||
uniform int debugMode; // 0 = final, 1 = position, 2 = normal, 3 = albedo, 4 = lightspace, 5 = depth
|
||||
uniform float nearPlane;
|
||||
uniform float farPlane;
|
||||
|
||||
uniform int debugMode; // 1 = position, 2 = normal, 3 = albedo, 4 = material, 5 = depth, 6 = shadow map, 7 = bloom
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
if (debugMode == 1) {
|
||||
vec3 v = texture(gPosition, TexCoord).rgb;
|
||||
FragColor = vec4(v * 0.01 + 0.5, 1.0);
|
||||
return;
|
||||
}
|
||||
if (debugMode == 2) {
|
||||
vec3 n = normalize(texture(gNormal, TexCoord).rgb);
|
||||
FragColor = vec4(n * 0.5 + 0.5, 1.0);
|
||||
return;
|
||||
else if (debugMode == 2) {
|
||||
vec3 n = texture(gNormal, TexCoord).rgb;
|
||||
if (length(n) >= 0.1)
|
||||
FragColor = vec4(normalize(n) * 0.5 + 0.5, 1.0);
|
||||
}
|
||||
if (debugMode == 3) {
|
||||
FragColor = texture(gAlbedo, TexCoord);
|
||||
return;
|
||||
else if (debugMode == 3) {
|
||||
FragColor = vec4(pow(texture(gAlbedo, TexCoord).rgb, vec3(1.0 / 2.2)), 1.0);
|
||||
}
|
||||
if (debugMode == 4) {
|
||||
FragColor = texture(gLightSpacePos, TexCoord);
|
||||
return;
|
||||
else if (debugMode == 4) {
|
||||
FragColor = vec4(texture(gMaterial, TexCoord).rgb, 1.0);
|
||||
}
|
||||
if (debugMode == 5) {
|
||||
float d = texture(depthTex, TexCoord).r;
|
||||
else if (debugMode == 5) {
|
||||
// Perspective depth is nearly 1.0 everywhere, so linearize it and spread it out
|
||||
float z = texture(depthTex, TexCoord).r * 2.0 - 1.0;
|
||||
float linearDepth = (2.0 * nearPlane * farPlane) / (farPlane + nearPlane - z * (farPlane - nearPlane));
|
||||
float d = log(1.0 + linearDepth) / log(1.0 + farPlane);
|
||||
FragColor = vec4(vec3(d), 1.0);
|
||||
return;
|
||||
}
|
||||
FragColor = vec4(0.0);
|
||||
else if (debugMode == 6) {
|
||||
FragColor = vec4(vec3(texture(shadowTex, TexCoord).r), 1.0);
|
||||
}
|
||||
else if (debugMode == 7) {
|
||||
FragColor = vec4(texture(bloomTex, TexCoord).rgb, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
+21
-9
@@ -1,23 +1,35 @@
|
||||
#version 330 core
|
||||
layout (location = 0) out vec3 gPosition;
|
||||
layout (location = 1) out vec3 gNormal;
|
||||
layout (location = 2) out vec4 gAlbedo;
|
||||
layout (location = 3) out vec4 gLightSpacePos;
|
||||
layout (location = 2) out vec4 gAlbedo; // linear rgb + alpha
|
||||
layout (location = 3) out vec4 gMaterial; // r = metallic, g = roughness, b = ao, a = emissive
|
||||
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
in vec2 TexCoord;
|
||||
in vec4 FragPosLightSpace;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform vec4 colorOverride = vec4(0.0);
|
||||
uniform int useTexture = 0;
|
||||
uniform float metallic = 0.0;
|
||||
uniform float roughness = 0.7;
|
||||
uniform float ao = 1.0;
|
||||
uniform float emissive = 0.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 albedo = texture(tex, TexCoord);
|
||||
if (albedo.a < 0.1) discard;
|
||||
vec4 albedo = vec4(0.8, 0.8, 0.8, 1.0);
|
||||
if (useTexture != 0) {
|
||||
albedo = texture(tex, TexCoord);
|
||||
if (albedo.a < 0.1)
|
||||
discard;
|
||||
albedo.rgb = pow(albedo.rgb, vec3(2.2));
|
||||
}
|
||||
|
||||
gPosition = FragPos;
|
||||
gNormal = normalize(Normal);
|
||||
gAlbedo = albedo;
|
||||
gLightSpacePos = FragPosLightSpace;
|
||||
albedo.rgb = mix(albedo.rgb, colorOverride.rgb, colorOverride.w);
|
||||
|
||||
gPosition = FragPos;
|
||||
gNormal = normalize(Normal);
|
||||
gAlbedo = albedo;
|
||||
gMaterial = vec4(clamp(metallic, 0.0, 1.0), clamp(roughness, 0.04, 1.0), ao, clamp(emissive, 0.0, 1.0));
|
||||
}
|
||||
|
||||
+25
-5
@@ -6,19 +6,39 @@ layout (location = 2) in vec2 aTexCoord;
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoord;
|
||||
out vec4 FragPosLightSpace;
|
||||
|
||||
uniform mat4 proj;
|
||||
uniform mat4 view;
|
||||
uniform mat4 modl;
|
||||
uniform mat4 lightSpaceMatrix;
|
||||
|
||||
uniform int uvMode = 0; // 0 = stretch, 1 = tile
|
||||
uniform vec3 tileScale = vec3(1.0);
|
||||
uniform vec2 uvOffset = vec2(0.0);
|
||||
|
||||
// Same direction as transpose(inverse(m)) for normals, without the per vertex inverse
|
||||
mat3 CofactorMatrix(mat3 m)
|
||||
{
|
||||
return mat3(cross(m[1], m[2]), cross(m[2], m[0]), cross(m[0], m[1]));
|
||||
}
|
||||
|
||||
// Tiling ignores the mesh's uvs and projects from whichever axis the surface faces,
|
||||
// so every face of a stretched cube repeats at the same size
|
||||
vec2 SurfaceUV()
|
||||
{
|
||||
if (uvMode == 0) return aTexCoord + uvOffset;
|
||||
|
||||
vec3 n = abs(aNormal);
|
||||
vec3 p = aPos * tileScale;
|
||||
if (n.y >= n.x && n.y >= n.z) return p.xz + uvOffset;
|
||||
if (n.x >= n.z) return p.zy + uvOffset;
|
||||
return p.xy + uvOffset;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 worldPos = modl * vec4(aPos, 1.0);
|
||||
FragPos = worldPos.xyz;
|
||||
Normal = normalize(mat3(transpose(inverse(modl))) * aNormal);
|
||||
TexCoord = aTexCoord;
|
||||
FragPosLightSpace = lightSpaceMatrix * worldPos;
|
||||
Normal = normalize(CofactorMatrix(mat3(modl)) * aNormal);
|
||||
TexCoord = SurfaceUV();
|
||||
gl_Position = proj * view * worldPos;
|
||||
}
|
||||
|
||||
+48
-15
@@ -8,27 +8,60 @@ layout (location = 4) in vec4 weights;
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec2 TexCoord;
|
||||
out vec4 FragPosLightSpace;
|
||||
|
||||
uniform mat4 proj;
|
||||
uniform mat4 view;
|
||||
uniform mat4 modl;
|
||||
uniform mat4 lightSpaceMatrix;
|
||||
uniform mat4 finalBonesMatrices[100];
|
||||
|
||||
const int MAX_BONES = 100;
|
||||
const int MAX_BONE_INFLUENCE = 4;
|
||||
uniform mat4 finalBonesMatrices[MAX_BONES];
|
||||
|
||||
uniform int uvMode = 0; // 0 = stretch, 1 = tile
|
||||
uniform vec3 tileScale = vec3(1.0);
|
||||
uniform vec2 uvOffset = vec2(0.0);
|
||||
|
||||
// Same direction as transpose(inverse(m)) for normals, without the per vertex inverse
|
||||
mat3 CofactorMatrix(mat3 m)
|
||||
{
|
||||
return mat3(cross(m[1], m[2]), cross(m[2], m[0]), cross(m[0], m[1]));
|
||||
}
|
||||
|
||||
// Tiling ignores the mesh's uvs and projects from whichever axis the surface faces.
|
||||
// Done on the bind pose, so the pattern stays stuck to the character as it moves.
|
||||
vec2 SurfaceUV()
|
||||
{
|
||||
if (uvMode == 0) return aTexCoord + uvOffset;
|
||||
|
||||
vec3 n = abs(aNormal);
|
||||
vec3 p = aPos * tileScale;
|
||||
if (n.y >= n.x && n.y >= n.z) return p.xz + uvOffset;
|
||||
if (n.x >= n.z) return p.zy + uvOffset;
|
||||
return p.xy + uvOffset;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = finalBonesMatrices[boneIds[0]] * weights[0];
|
||||
boneTransform += finalBonesMatrices[boneIds[1]] * weights[1];
|
||||
boneTransform += finalBonesMatrices[boneIds[2]] * weights[2];
|
||||
boneTransform += finalBonesMatrices[boneIds[3]] * weights[3];
|
||||
vec4 totalPosition = vec4(0.0);
|
||||
vec3 totalNormal = vec3(0.0);
|
||||
|
||||
vec4 localPos = boneTransform * vec4(aPos, 1.0);
|
||||
vec4 worldPos = modl * localPos;
|
||||
for (int i = 0; i < MAX_BONE_INFLUENCE; i++)
|
||||
{
|
||||
if (boneIds[i] == -1) continue;
|
||||
if (boneIds[i] >= MAX_BONES)
|
||||
{
|
||||
totalPosition = vec4(aPos, 1.0);
|
||||
totalNormal = aNormal;
|
||||
break;
|
||||
}
|
||||
totalPosition += (finalBonesMatrices[boneIds[i]] * vec4(aPos, 1.0)) * weights[i];
|
||||
totalNormal += mat3(finalBonesMatrices[boneIds[i]]) * aNormal * weights[i];
|
||||
}
|
||||
|
||||
FragPos = worldPos.xyz;
|
||||
Normal = normalize(mat3(transpose(inverse(modl * boneTransform))) * aNormal);
|
||||
TexCoord = aTexCoord;
|
||||
FragPosLightSpace = lightSpaceMatrix * worldPos;
|
||||
gl_Position = proj * view * worldPos;
|
||||
}
|
||||
vec4 worldPos = modl * totalPosition;
|
||||
|
||||
FragPos = worldPos.xyz;
|
||||
Normal = normalize(CofactorMatrix(mat3(modl)) * totalNormal);
|
||||
TexCoord = SurfaceUV();
|
||||
gl_Position = proj * view * worldPos;
|
||||
}
|
||||
|
||||
+30
-6
@@ -20,7 +20,30 @@ out vec3 normal;
|
||||
out vec2 texCoord;
|
||||
out vec3 FragPos;
|
||||
out vec4 fragposlightspace;
|
||||
|
||||
|
||||
uniform int uvMode = 0; // 0 = stretch, 1 = tile
|
||||
uniform vec3 tileScale = vec3(1.0);
|
||||
uniform vec2 uvOffset = vec2(0.0);
|
||||
|
||||
// Same direction as transpose(inverse(m)) for normals, without the per vertex inverse
|
||||
mat3 CofactorMatrix(mat3 m)
|
||||
{
|
||||
return mat3(cross(m[1], m[2]), cross(m[2], m[0]), cross(m[0], m[1]));
|
||||
}
|
||||
|
||||
// Tiling ignores the mesh's uvs and projects from whichever axis the surface faces.
|
||||
// Done on the bind pose, so the pattern stays stuck to the character as it moves.
|
||||
vec2 SurfaceUV()
|
||||
{
|
||||
if (uvMode == 0) return tex + uvOffset;
|
||||
|
||||
vec3 n = abs(norm);
|
||||
vec3 p = pos * tileScale;
|
||||
if (n.y >= n.x && n.y >= n.z) return p.xz + uvOffset;
|
||||
if (n.x >= n.z) return p.zy + uvOffset;
|
||||
return p.xy + uvOffset;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 totalPosition = vec4(0.0);
|
||||
@@ -40,9 +63,10 @@ void main()
|
||||
totalPosition += (finalBonesMatrices[boneIds[i]] * vec4(pos, 1.0))* weights[i];
|
||||
totalNormal += mat3(finalBonesMatrices[boneIds[i]]) * norm * weights[i];
|
||||
}
|
||||
FragPos = vec3(modl * totalPosition);
|
||||
fragposlightspace = lightSpaceMatrix * vec4(FragPos, 1.0);
|
||||
gl_Position = proj * view * modl * totalPosition;
|
||||
normal = normalize(mat3(transpose(inverse(modl))) * totalNormal);
|
||||
texCoord = tex;
|
||||
vec4 worldPos = modl * totalPosition;
|
||||
FragPos = worldPos.xyz;
|
||||
fragposlightspace = lightSpaceMatrix * worldPos;
|
||||
gl_Position = proj * view * worldPos;
|
||||
normal = normalize(CofactorMatrix(mat3(modl)) * totalNormal);
|
||||
texCoord = SurfaceUV();
|
||||
}
|
||||
+1
-2
@@ -10,6 +10,5 @@ void main()
|
||||
{
|
||||
TexCoords = aPos;
|
||||
vec4 pos = proj * view * vec4(aPos, 1.0);
|
||||
//gl_Position = pos.xyww
|
||||
gl_Position = pos;
|
||||
gl_Position = pos.xyww; // sits on the far plane, so it only draws where no geometry is
|
||||
}
|
||||
Reference in New Issue
Block a user