|
#version 120
|
|
|
|
// This shader is based on the basic lighting shader
|
|
// This only supports one light, which is directional, and it (of course) supports shadows
|
|
|
|
// Input vertex attributes (from vertex shader)
|
|
varying vec3 fragPosition;
|
|
varying vec2 fragTexCoord;
|
|
//varying in vec4 fragColor;
|
|
varying vec3 fragNormal;
|
|
|
|
// Input uniform values
|
|
uniform sampler2D texture0;
|
|
uniform vec4 colDiffuse;
|
|
|
|
// Input lighting values
|
|
uniform vec3 lightDir;
|
|
uniform vec4 lightColor;
|
|
uniform vec4 ambient;
|
|
uniform vec3 viewPos;
|
|
|
|
// Input shadowmapping values
|
|
uniform mat4 lightVP; // Light source view-projection matrix
|
|
uniform sampler2D shadowMap;
|
|
|
|
uniform int shadowMapResolution;
|
|
|
|
void main()
|
|
{
|
|
// Texel color fetching from texture sampler
|
|
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
|
vec3 lightDot = vec3(0.0);
|
|
vec3 normal = normalize(fragNormal);
|
|
vec3 viewD = normalize(viewPos - fragPosition);
|
|
vec3 specular = vec3(0.0);
|
|
|
|
vec3 l = -lightDir;
|
|
|
|
float NdotL = max(dot(normal, l), 0.0);
|
|
lightDot += lightColor.rgb*NdotL;
|
|
|
|
float specCo = 0.0;
|
|
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(l), normal))), 16.0); // 16 refers to shine
|
|
specular += specCo;
|
|
|
|
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
|
|
|
|
// Shadow calculations
|
|
vec4 fragPosLightSpace = lightVP*vec4(fragPosition, 1);
|
|
fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
|
|
fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0)/2.0; // Transform from [-1, 1] range to [0, 1] range
|
|
vec2 sampleCoords = fragPosLightSpace.xy;
|
|
float curDepth = fragPosLightSpace.z;
|
|
|
|
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
|
|
// The solution is adding a small bias to the depth
|
|
// In this case, the bias is proportional to the slope of the surface, relative to the light
|
|
float bias = max(0.0008*(1.0 - dot(normal, l)), 0.00008);
|
|
int shadowCounter = 0;
|
|
const int numSamples = 9;
|
|
|
|
// PCF (percentage-closer filtering) algorithm:
|
|
// Instead of testing if just one point is closer to the current point,
|
|
// we test the surrounding points as well.
|
|
// This blurs shadow edges, hiding aliasing artifacts.
|
|
vec2 texelSize = vec2(1.0/float(shadowMapResolution));
|
|
for (int x = -1; x <= 1; x++)
|
|
{
|
|
for (int y = -1; y <= 1; y++)
|
|
{
|
|
float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize*vec2(x, y)).r;
|
|
if (curDepth - bias > sampleDepth) shadowCounter++;
|
|
}
|
|
}
|
|
|
|
finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter)/float(numSamples));
|
|
|
|
// Add ambient lighting whether in shadow or not
|
|
finalColor += texelColor*(ambient/10.0)*colDiffuse;
|
|
|
|
// Gamma correction
|
|
finalColor = pow(finalColor, vec4(1.0/2.2));
|
|
gl_FragColor = finalColor;
|
|
}
|