/****************************************************************************** Copyright (c) W.J. van der Laan Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ******************************************************************************/ /** Deferred shading framework // W.J. :wumpus: van der Laan 2005 // Post shader: Light geometry material */ #define LIGHT_POINT 1 #define LIGHT_SPOT 2 #define LIGHT_DIRECTIONAL 3 ////////////////////////////////////////////////////////////////////////////// // Helper function section ////////////////////////////////////////////////////////////////////////////// #ifdef GL_ES #version 300 es #else #version 150 #endif void checkShadow( sampler2D shadowMap, vec3 viewPos, mat4 invView, mat4 shadowViewProj, float shadowFarClip, #if LIGHT_TYPE == LIGHT_DIRECTIONAL vec3 shadowCamPos #else float distanceFromLight #endif ) { vec3 worldPos = (invView * vec4(viewPos, 1)).xyz; #if LIGHT_TYPE == LIGHT_DIRECTIONAL float distanceFromLight = length(shadowCamPos-worldPos); #endif vec4 shadowProjPos = shadowViewProj * vec4(worldPos,1); shadowProjPos /= shadowProjPos.w; vec2 shadowSampleTexCoord = shadowProjPos.xy; float shadowDepth = texture(shadowMap, shadowSampleTexCoord).r; float shadowDistance = shadowDepth * shadowFarClip; if((shadowDistance - distanceFromLight + 0.1) < 0.0) discard; } ////////////////////////////////////////////////////////////////////////////// // Main shader section ////////////////////////////////////////////////////////////////////////////// #if LIGHT_TYPE == LIGHT_DIRECTIONAL in vec2 oUv0; in vec3 oRay; #else in vec4 oPos; #endif uniform sampler2D Tex0; uniform sampler2D Tex1; #if LIGHT_TYPE != LIGHT_POINT uniform vec3 lightDir; #endif #if LIGHT_TYPE == LIGHT_SPOT uniform vec4 spotParams; #endif #if LIGHT_TYPE != LIGHT_DIRECTIONAL uniform float vpWidth; uniform float vpHeight; uniform vec3 farCorner; uniform float flip; #endif #ifdef IS_SHADOW_CASTER uniform mat4 invView; uniform mat4 shadowViewProjMat; uniform sampler2D ShadowTex; uniform vec3 shadowCamPos; uniform float shadowFarClip; #endif uniform float farClipDistance; // Attributes of light uniform vec4 lightDiffuseColor; uniform vec4 lightSpecularColor; uniform vec4 lightFalloff; uniform vec3 lightPos; out vec4 fragColour; void main() { // None directional lights have some calculations to do in the beginning of the pixel shader #if LIGHT_TYPE != LIGHT_DIRECTIONAL vec4 normProjPos = oPos / oPos.w; // -1 is because generally +Y is down for textures but up for the screen vec2 oUv0 = vec2(normProjPos.x, normProjPos.y * -1.0 * flip) * 0.5 + 0.5; vec3 oRay = vec3(normProjPos.x, normProjPos.y * flip, 1.0) * farCorner; #endif vec4 a0 = texture(Tex0, oUv0); // Attribute 0: Diffuse color+shininess vec4 a1 = texture(Tex1, oUv0); // Attribute 1: Normal+depth // Attributes vec3 colour = a0.rgb; float specularity = a0.a; float distance = a1.w; // Distance from viewer (w) vec3 normal = a1.xyz; // Calculate position of texel in view space vec3 viewPos = normalize(oRay)*distance*farClipDistance; // Calculate light direction and distance #if LIGHT_TYPE == LIGHT_DIRECTIONAL vec3 objToLightDir = -lightDir.xyz; #else vec3 objToLightVec = lightPos - viewPos; float len_sq = dot(objToLightVec, objToLightVec); float len = sqrt(len_sq); vec3 objToLightDir = objToLightVec/len; #endif #ifdef IS_SHADOW_CASTER #if LIGHT_TYPE == LIGHT_DIRECTIONAL checkShadow(ShadowTex, viewPos, invView, shadowViewProjMat, shadowFarClip, shadowCamPos); #else checkShadow(ShadowTex, viewPos, invView, shadowViewProjMat, shadowFarClip, len); #endif #endif // Calculate diffuse colour vec3 total_light_contrib; total_light_contrib = max(0.0,dot(objToLightDir, normal)) * lightDiffuseColor.rgb; #if IS_SPECULAR // Calculate specular component vec3 viewDir = -normalize(viewPos); vec3 h = normalize(viewDir + objToLightDir); vec3 light_specular = pow(dot(normal, h),32.0) * lightSpecularColor.rgb; total_light_contrib += specularity * light_specular; #endif #if IS_ATTENUATED if(lightFalloff.x - len < 0.0) discard; // Calculate attenuation float attenuation = dot(lightFalloff.yzw, vec3(1.0, len, len_sq)); total_light_contrib /= attenuation; #endif #if LIGHT_TYPE == LIGHT_SPOT float spotlightAngle = clamp(dot(lightDir.xyz, -objToLightDir), 0.0, 1.0); float spotFalloff = clamp((spotlightAngle - spotParams.x) / (spotParams.y - spotParams.x), 0.0, 1.0); total_light_contrib *= (1.0-spotFalloff); #endif fragColour = vec4(total_light_contrib*colour, 0.0); }