#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 globalVertexColor; // 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 = globalVertexColor.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); } }