reactphysics3d/testbed/shaders/phong.frag

122 lines
5.8 KiB
GLSL
Raw Normal View History

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