#version 330 core out vec4 FragColor; in vec3 normal; in vec2 texCoord; in vec3 FragPos; in vec4 fragposlightspace; struct DirLight { vec3 direction; vec3 color; float intensity; }; 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 sampler2DShadow shadowMap; uniform sampler2D tex; uniform samplerCube environmentMap; 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; uniform float envIntensity = 0.8; const float PI = 3.14159265359; float DistributionGGX(vec3 N, vec3 H, float rough) { 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); } float GeometrySchlickGGX(float NdotV, float rough) { float r = rough + 1.0; float k = (r * r) / 8.0; return NdotV / (NdotV * (1.0 - k) + k); } 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); } 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() { vec4 albedoSample = vec4(0.8, 0.8, 0.8, 1.0); if (useTexture != 0) { albedoSample = texture(tex, texCoord); if (albedoSample.a < 0.1) discard; albedoSample.rgb = pow(albedoSample.rgb, vec3(2.2)); } albedoSample.rgb = mix(albedoSample.rgb, colorOverride.rgb, colorOverride.w); vec3 albedo = albedoSample.rgb; float metal = clamp(metallic, 0.0, 1.0); float rough = clamp(roughness, 0.04, 1.0); 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(fragposlightspace, N, sunL); direct += ShadeLight(sunL, dirLight.color * dirLight.intensity, N, V, albedo, metal, rough, F0, NdotV) * shadow; } 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); } 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; FragColor = vec4(direct + ambient + albedo * emissive * 4.0, albedoSample.a); }