2019-10-21 05:22:18 +00:00
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#version 330
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/********************************************************************************
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* OpenGL-Framework *
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* Copyright (c) 2015 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Uniform variables
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uniform vec3 lightAmbientColor; // Lights ambient color
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uniform vec3 light0PosCameraSpace; // Camera-space position of the light 0
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uniform vec3 light1PosCameraSpace; // Camera-space position of the light 1
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uniform vec3 light2PosCameraSpace; // Camera-space position of the light 2
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uniform vec3 light0DiffuseColor; // Light 0 diffuse color
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uniform vec3 light1DiffuseColor; // Light 1 diffuse color
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uniform vec3 light2DiffuseColor; // Light 2 diffuse color
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uniform sampler2D textureSampler; // Texture
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uniform sampler2D shadowMapSampler0; // Shadow map texture sampler
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uniform sampler2D shadowMapSampler1; // Shadow map texture sampler
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uniform sampler2D shadowMapSampler2; // Shadow map texture sampler
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uniform bool isTexture; // True if we need to use the texture
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uniform vec4 vertexColor; // Vertex color
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uniform bool isShadowEnabled; // True if shadow mapping is enabled
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uniform vec2 shadowMapDimension; // Shadow map dimension
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// In variables
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in vec3 vertexPosCameraSpace; // Camera-space position of the vertex
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in vec3 vertexNormalCameraSpace; // Vertex normal in camera-space
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in vec2 texCoords; // Texture coordinates
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in vec4 shadowMapCoords[3]; // Shadow map texture coords
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// Out variable
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out vec4 color; // Output color
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// Texture for PCF Shadow mapping
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float textureLookupPCF(sampler2D map, vec2 texCoords, vec2 offset)
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{
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vec2 shadowMapScale = vec2(1.0, 1.0) / shadowMapDimension;
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return texture(map, texCoords.xy + offset * shadowMapScale).r;
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}
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void main() {
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// Compute the ambient term
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vec3 ambient = lightAmbientColor;
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// Get the texture color
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vec3 textureColor = vertexColor.rgb;
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if (isTexture) textureColor = texture(textureSampler, texCoords).rgb;
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// Compute the surface normal vector
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vec3 N = normalize(vertexNormalCameraSpace);
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color = vec4(ambient, 1);
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vec3 lightPosCameraSpace[3];
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lightPosCameraSpace[0] = light0PosCameraSpace;
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lightPosCameraSpace[1] = light1PosCameraSpace;
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lightPosCameraSpace[2] = light2PosCameraSpace;
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vec3 lightDiffuseColor[3];
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lightDiffuseColor[0] = light0DiffuseColor;
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lightDiffuseColor[1] = light1DiffuseColor;
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lightDiffuseColor[2] = light2DiffuseColor;
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2020-01-17 16:11:19 +00:00
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2019-10-21 05:22:18 +00:00
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// For each light source
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for (int l=0; l < 3; l++) {
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// Compute the diffuse term of light 0
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vec3 L0 = normalize(lightPosCameraSpace[l] - vertexPosCameraSpace);
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float diffuseFactor = max(dot(N, L0), 0.0);
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vec3 diffuse = lightDiffuseColor[l] * diffuseFactor * textureColor;
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// Compute shadow factor
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float shadow = 1.0;
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if (isShadowEnabled) {
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shadow = 0.0;
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float bias = 0.0003;
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float shadowBias = -0.000;
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vec4 shadowMapUV = shadowMapCoords[l];
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shadowMapUV.z -= shadowBias;
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vec4 shadowMapCoordsOverW = shadowMapUV / shadowMapUV.w;
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// PCF Shadow Mapping
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for (float i=-1; i<=1; i++) {
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for (float j=-1; j<=1; j++) {
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float distInShadowMap0 = textureLookupPCF(shadowMapSampler0, shadowMapCoordsOverW.xy, vec2(i, j)) + bias;
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float distInShadowMap1 = textureLookupPCF(shadowMapSampler1, shadowMapCoordsOverW.xy, vec2(i, j)) + bias;
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float distInShadowMap2 = textureLookupPCF(shadowMapSampler2, shadowMapCoordsOverW.xy, vec2(i, j)) + bias;
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float distInShadowMap = l == 0 ? distInShadowMap0 : (l == 1 ? distInShadowMap1 : distInShadowMap2);
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if (shadowMapCoords[l].w > 0) {
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shadow += distInShadowMap < shadowMapCoordsOverW.z ? 0.5 : 1.0;
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}
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}
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}
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shadow /= 9.0;
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}
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// Compute the final color
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color += vec4(shadow * diffuse, 0.0);
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}
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}
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