62 lines
1.8 KiB
GLSL
62 lines
1.8 KiB
GLSL
#version 330 core
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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;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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uniform DirLight dirLight;
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uniform vec3 viewPos;
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float ShadowCalculation(vec4 fragPosLightSpace)
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{
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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projCoords = projCoords * 0.5 + 0.5;
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if (projCoords.z > 1.0) return 0.0;
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return texture(shadowMap, vec3(projCoords.xy, projCoords.z));
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}
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vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec4 fragPosLS, vec3 albedo)
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{
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vec3 lightDir = normalize(-light.direction);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
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vec3 ambient = light.ambient * albedo;
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vec3 diffuse = light.diffuse * diff * albedo;
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vec3 specular = light.specular * spec;
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float shadow = ShadowCalculation(fragPosLS);
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return ambient + (diffuse + specular) * shadow;
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}
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void main()
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{
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vec3 fragPos = texture(gPosition, TexCoord).rgb;
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vec3 normal = normalize(texture(gNormal, TexCoord).rgb);
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vec4 albedaSample = texture(gAlbedo, TexCoord);
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vec4 fragPosLS = texture(gLightSpacePos, TexCoord);
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// Sky (no geometry written) — output clear color
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if (length(normal) < 0.1) {
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FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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vec3 viewDir = normalize(viewPos - fragPos);
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vec3 lit = CalcDirLight(dirLight, normal, viewDir, fragPosLS, albedaSample.rgb);
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FragColor = vec4(lit, albedaSample.a);
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}
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