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#version 120 | |
#extension GL_EXT_texture_array : require | |
#extension GL_EXT_texture_array : enable | |
// Configuration: For the adventurous! | |
// This is blending. Shadows are rendered to separate layers based on distance. | |
// This may cause shadows to suddenly change appearance. Use this to change | |
// how long a distance they will "fade" between the two versions over. | |
float blendAlpha = 0.75f; // bl default is 0.9f | |
float blendBeta = 1.0f - blendAlpha; | |
// These values are very important. If they're too low, you will see weird | |
// patterns and waves everywhere. If they're too high, shadows will be | |
// disconnected from their objects. They need to be adjusted carefully. | |
// These are set specifically for Max quality with max drawing distance. | |
// You'll need to change them based on your shader quality (and if you changed | |
// the Poisson disk below.. probably). | |
const float fudgeFactor1 = 0.1f; | |
const float fudgeFactor2 = 0.25f; | |
const float fudgeFactor3 = 0.7f; | |
const float fudgeFactor4 = 2.66f; | |
// How soft should the shadows be? (how far out does the edge go) | |
// Change this or the magic numbers below to improve your "softness" quality | |
float sampleDistance = 1.0f / 700.0f; | |
// Magic numbers below | |
int poissonDiskCount = 24; | |
vec2 poissonDisk[24] = vec2[]( | |
vec2(0.01020043f, 0.3103616f), | |
vec2(-0.4121873f, -0.1701329f), | |
vec2(0.4333374f, 0.6148015f), | |
vec2(0.1092096f, -0.2437763f), | |
vec2(0.6641068f, -0.1210794f), | |
vec2(-0.1726627f, 0.8724736f), | |
vec2(-0.8549297f, 0.2836411f), | |
vec2(0.5146544f, -0.6802685f), | |
vec2(0.04769185f, -0.879628f), | |
vec2(-0.9373617f, -0.2187589f), | |
vec2(-0.69226f, -0.6652822f), | |
vec2(0.9230682f, 0.3181772f), | |
// these points might be bad: | |
vec2(-0.1565961f, 0.8773971f), | |
vec2(-0.5258075f, 0.3916658f), | |
vec2(0.515902f, 0.3077986f), | |
vec2(-0.006838934f, 0.2577735f), | |
vec2(-0.9315282f, -0.04518054f), | |
vec2(-0.3417063f, -0.1195169f), | |
vec2(-0.3221133f, -0.8118886f), | |
vec2(0.425082f, -0.3786222f), | |
vec2(0.3917231f, 0.9194779f), | |
vec2(0.8819267f, -0.1306234f), | |
vec2(-0.7906089f, -0.5639677f), | |
vec2(0.2073919f, -0.9611396f) | |
); | |
// This has way too much acne | |
// int poissonDiskCount = 35; | |
// vec2 poissonDisk[35] = vec2[]( | |
// vec2(-0.05151585f, 0.3436534f), | |
// vec2(0.3648908f, 0.2827295f), | |
// vec2(-0.2478754f, 0.186921f), | |
// vec2(0.1171809f, 0.1482293f), | |
// vec2(-0.1496224f, 0.6990415f), | |
// vec2(-0.456594f, 0.378567f), | |
// vec2(-0.4242465f, -0.001935145f), | |
// vec2(-0.1889321f, -0.2015685f), | |
// vec2(0.1480272f, 0.6432338f), | |
// vec2(-0.5046303f, 0.8245607f), | |
// vec2(0.001617888f, 0.9789896f), | |
// vec2(-0.6228038f, 0.5963655f), | |
// vec2(0.4185582f, 0.7959766f), | |
// vec2(0.06965782f, -0.1184023f), | |
// vec2(-0.8310863f, 0.2197417f), | |
// vec2(-0.869589f, 0.4893173f), | |
// vec2(-0.6366982f, -0.357598f), | |
// vec2(-0.2509329f, -0.5531961f), | |
// vec2(-0.03994134f, -0.4170877f), | |
// vec2(-0.675245f, -0.0009701257f), | |
// vec2(0.3373009f, -0.4531572f), | |
// vec2(0.3022793f, -0.02336982f), | |
// vec2(0.6078352f, 0.5235748f), | |
// vec2(-0.9277961f, -0.05385896f), | |
// vec2(0.3847639f, -0.7718652f), | |
// vec2(0.5278201f, -0.168486f), | |
// vec2(0.1269102f, -0.8461399f), | |
// vec2(0.7260014f, -0.4588331f), | |
// vec2(-0.8775687f, -0.450681f), | |
// vec2(-0.574103f, -0.7766181f), | |
// vec2(0.6930821f, 0.2592674f), | |
// vec2(-0.3360346f, -0.8594083f), | |
// vec2(-0.2591985f, 0.9300818f), | |
// vec2(0.939391f, -0.2374034f), | |
// vec2(0.8332635f, 0.01952092f) | |
// ); | |
// Varying. | |
varying vec4 vPos; | |
varying vec3 worldNormal; | |
varying vec3 worldPos; | |
// Global directional light uniforms. | |
uniform vec4 dirLightDir; | |
uniform vec4 dirLightColor; | |
uniform vec4 dirLightAmbient; | |
uniform vec4 dirShadowColor; | |
// Misc uniforms. | |
uniform vec3 camPos; | |
uniform mat4 obj2World; | |
uniform mat4 world2Cam; | |
uniform int isParticle; | |
uniform int doColorMultiply; | |
uniform int glow; | |
uniform sampler2DArray stex; | |
uniform sampler2D tex; | |
// Surface calculations, including specular power. | |
varying vec2 texCoord; | |
vec4 viewDelta; | |
float specular; | |
float NdotL; | |
vec3 reflectVec; | |
void calculateSurface(vec4 color, inout vec4 albedo) | |
{ | |
viewDelta.xyz = worldPos - camPos; | |
viewDelta.w = length(viewDelta.xyz); | |
viewDelta.xyz = -normalize(viewDelta.xyz); | |
vec4 texAlbedo = texture2D(tex, texCoord); | |
albedo.rgb = mix(color.rgb, texAlbedo.rgb, texAlbedo.a); | |
if(doColorMultiply == 1) | |
albedo *= gl_Color; | |
albedo.a = color.a; | |
NdotL = max(dot(worldNormal, dirLightDir.xyz), 0.0f); | |
reflectVec = normalize(reflect(-dirLightDir.xyz, worldNormal)); | |
specular = pow(max(dot(reflectVec, viewDelta.xyz), 0.0f), 12.0f) * length(texAlbedo.rgb); | |
//albedo.rgb = normalize(viewDelta.xyz); | |
} | |
// Fogging. | |
uniform vec4 fogBaseColor; | |
uniform vec4 fogConsts; | |
uniform sampler2D fogTex; | |
varying vec2 fogCoords; | |
void applyFog(inout vec4 albedo) | |
{ | |
// Calculate fog. | |
vec4 fogColor = texture2D(fogTex, fogCoords) * fogBaseColor; | |
// Blend it. | |
albedo = mix(albedo, fogColor, fogColor.a); | |
} | |
// Shadowing | |
uniform vec4 far_d; | |
uniform vec2 texSize; // x - size, y - 1/size | |
uniform vec4 zScale; | |
uniform int shadowSplitCount; | |
void calculateShadowCoords(inout vec4 shadow_coordA, inout vec4 shadow_coordB, out float blend) | |
{ | |
int index = 3; | |
float fudgeFactorA = 0.0f; | |
float fudgeFactorB = 0.0f; | |
fudgeFactorA = fudgeFactor4 / zScale.w; | |
fudgeFactorB = fudgeFactor4 / zScale.w; | |
blend = 0.0f; | |
// find the appropriate depth map to look up in based on the depth of this fragment | |
if(vPos.y < far_d.x) | |
{ | |
index = 0; | |
if(shadowSplitCount > 1) | |
blend = clamp( (vPos.y - (far_d.x * blendAlpha)) / (far_d.x * blendBeta), 0.0f, 1.0f); | |
fudgeFactorA = fudgeFactor1 / zScale.x; | |
fudgeFactorB = fudgeFactor2 / zScale.y; | |
} | |
else if(vPos.y < far_d.y) | |
{ | |
index = 1; | |
if(shadowSplitCount > 2) | |
blend = clamp( (vPos.y - (far_d.y * blendAlpha)) / (far_d.x * blendBeta), 0.0f, 1.0f); | |
fudgeFactorA = fudgeFactor2 / zScale.y; | |
fudgeFactorB = fudgeFactor3 / zScale.z; | |
} | |
else if(vPos.y < far_d.z) | |
{ | |
index = 2; | |
if(shadowSplitCount > 3) | |
blend = clamp( (vPos.y - (far_d.z * blendAlpha)) / (far_d.x * blendBeta), 0.0f, 1.0f); | |
fudgeFactorA = fudgeFactor3 / zScale.z; | |
fudgeFactorB = fudgeFactor4 / zScale.w; | |
} | |
// transform this fragment's position from view space to scaled light clip space | |
// such that the xy coordinates are in [0;1] | |
// note there is no need to divide by w for orthogonal light sources | |
shadow_coordA = gl_TextureMatrix[index]*vPos; | |
shadow_coordA.w = shadow_coordA.z - fudgeFactorA; // Figure the input coordinate for PCF sampling if appropriate. | |
shadow_coordA.z = float(index); // Encode the layer to sample. | |
//don't have to set second shadow coord if we're not blending | |
if(blend > 0.0f) | |
{ | |
shadow_coordB = gl_TextureMatrix[index + 1]*vPos; | |
shadow_coordB.w = shadow_coordB.z - fudgeFactorB; | |
shadow_coordB.z = float(index + 1); | |
} | |
} | |
// Point lighting | |
uniform vec4 pointLightPos0; | |
uniform vec4 pointLightColor0; | |
uniform float pointLightRadius0; | |
uniform vec4 pointLightPos1; | |
uniform vec4 pointLightColor1; | |
uniform float pointLightRadius1; | |
uniform vec4 pointLightPos2; | |
uniform vec4 pointLightColor2; | |
uniform float pointLightRadius2; | |
uniform vec4 pointLightPos3; | |
uniform vec4 pointLightColor3; | |
uniform float pointLightRadius3; | |
uniform vec4 pointLightPos4; | |
uniform vec4 pointLightColor4; | |
uniform float pointLightRadius4; | |
uniform vec4 pointLightPos5; | |
uniform vec4 pointLightColor5; | |
uniform float pointLightRadius5; | |
uniform vec4 pointLightPos6; | |
uniform vec4 pointLightColor6; | |
uniform float pointLightRadius6; | |
uniform vec4 pointLightPos7; | |
uniform vec4 pointLightColor7; | |
uniform float pointLightRadius7; | |
vec4 accumulatePointLights() | |
{ | |
vec4 pointLightTotal = vec4(0.0f, 0.0f, 0.0f, 0.0f); | |
vec3 lightDelta = vec3(0.0f, 0.0f, 0.0f); | |
float lightDot = 0.0f; | |
float ratio = 0.0f; | |
// Calculate effects of the 8 point lights. | |
lightDelta = worldPos.xyz - pointLightPos0.xyz; | |
lightDot = max(dot(-normalize(lightDelta), worldNormal), 0.0f); | |
ratio = 1.0f - (length(lightDelta) / pointLightRadius0); | |
ratio = ratio * ratio * ratio * 0.4f; | |
ratio = max(ratio, 0.0f); | |
pointLightTotal.xyz += ratio * lightDot * pointLightColor0.xyz; | |
lightDelta = worldPos.xyz - pointLightPos1.xyz; | |
lightDot = max(dot(-normalize(lightDelta), worldNormal), 0.0f); | |
ratio = 1.0f - (length(lightDelta) / pointLightRadius1); | |
ratio = ratio * ratio * ratio * 0.4f; | |
ratio = max(ratio, 0.0f); | |
pointLightTotal.xyz += ratio * lightDot * pointLightColor1.xyz; | |
lightDelta = worldPos.xyz - pointLightPos2.xyz; | |
lightDot = max(dot(-normalize(lightDelta), worldNormal), 0.0f); | |
ratio = 1.0f - (length(lightDelta) / pointLightRadius2); | |
ratio = ratio * ratio * ratio * 0.4f; | |
ratio = max(ratio, 0.0f); | |
pointLightTotal.xyz += ratio * lightDot * pointLightColor2.xyz; | |
lightDelta = worldPos.xyz - pointLightPos3.xyz; | |
lightDot = max(dot(-normalize(lightDelta), worldNormal), 0.0f); | |
ratio = 1.0f - (length(lightDelta) / pointLightRadius3); | |
ratio = ratio * ratio * ratio * 0.4f; | |
ratio = max(ratio, 0.0f); | |
pointLightTotal.xyz += ratio * lightDot * pointLightColor3.xyz; | |
lightDelta = worldPos.xyz - pointLightPos4.xyz; | |
lightDot = max(dot(-normalize(lightDelta), worldNormal), 0.0f); | |
ratio = 1.0f - (length(lightDelta) / pointLightRadius4); | |
ratio = ratio * ratio * ratio * 0.4f; | |
ratio = max(ratio, 0.0f); | |
pointLightTotal.xyz += ratio * lightDot * pointLightColor4.xyz; | |
lightDelta = worldPos.xyz - pointLightPos5.xyz; | |
lightDot = max(dot(-normalize(lightDelta), worldNormal), 0.0f); | |
ratio = 1.0f - (length(lightDelta) / pointLightRadius5); | |
ratio = ratio * ratio * ratio * 0.4f; | |
ratio = max(ratio, 0.0f); | |
pointLightTotal.xyz += ratio * lightDot * pointLightColor5.xyz; | |
lightDelta = worldPos.xyz - pointLightPos6.xyz; | |
lightDot = max(dot(-normalize(lightDelta), worldNormal), 0.0f); | |
ratio = 1.0f - (length(lightDelta) / pointLightRadius6); | |
ratio = ratio * ratio * ratio * 0.4f; | |
ratio = max(ratio, 0.0f); | |
pointLightTotal.xyz += ratio * lightDot * pointLightColor6.xyz; | |
lightDelta = worldPos.xyz - pointLightPos7.xyz; | |
lightDot = max(dot(-normalize(lightDelta), worldNormal), 0.0f); | |
ratio = 1.0f - (length(lightDelta) / pointLightRadius7); | |
ratio = ratio * ratio * ratio * 0.4f; | |
ratio = max(ratio, 0.0f); | |
pointLightTotal.xyz += ratio * lightDot * pointLightColor7.xyz; | |
return pointLightTotal; | |
} | |
vec4 accumulateParticlePointLights() | |
{ | |
vec4 pointLightTotal = vec4(0.0f, 0.0f, 0.0f, 0.0f); | |
vec3 lightDelta = vec3(0.0f, 0.0f, 0.0f); | |
float ratio = 0.0f; | |
// Calculate effects of the 8 point lights. | |
lightDelta = worldPos.xyz - pointLightPos0.xyz; | |
ratio = 1.0f - (length(lightDelta) / pointLightRadius0); | |
ratio = ratio * ratio * ratio * 0.4f; | |
ratio = max(ratio, 0.0f); | |
pointLightTotal.xyz += ratio * pointLightColor0.xyz; | |
lightDelta = worldPos.xyz - pointLightPos1.xyz; | |
ratio = 1.0f - (length(lightDelta) / pointLightRadius1); | |
ratio = ratio * ratio * ratio * 0.4f; | |
ratio = max(ratio, 0.0f); | |
pointLightTotal.xyz += ratio * pointLightColor1.xyz; | |
return pointLightTotal; | |
} | |
// Combine specular and direct lighting terms. | |
// note: if we make combinedColor "out" only, it throws a potentially uninitialized value warning, so we've made it inout | |
void applyLighting(inout vec4 combinedColor, vec4 albedo, float occlusionFactor) | |
{ | |
//large normal means glowing object | |
if(glow == 1 || (worldNormal.x + worldNormal.y + worldNormal.z) > 2.0f) | |
{ | |
combinedColor = albedo; | |
return; | |
} | |
vec4 dirLightSpecular = occlusionFactor * specular * dirLightColor; | |
dirLightSpecular *= 0.5f; //arbitrary adjustment | |
vec4 dirLightDirect = ((NdotL * dirLightColor) * occlusionFactor) + (dirLightAmbient * occlusionFactor) + (dirShadowColor * (1.0f - occlusionFactor)); | |
if(NdotL <= 0.04f) | |
{ | |
dirLightDirect = dirShadowColor; | |
dirLightSpecular = vec4(0.0f, 0.0f, 0.0f, 0.0f); | |
} | |
else if(NdotL <= 0.1) | |
{ | |
float val = (NdotL - 0.04f) / (0.1f - 0.04f); | |
dirLightDirect = (dirLightDirect * val) + (dirShadowColor * (1.0f - val)); | |
dirLightSpecular = dirLightSpecular * val; | |
} | |
dirLightDirect += accumulatePointLights(); | |
dirLightSpecular.a = length(dirLightSpecular.rgb); | |
dirLightDirect.a *= min(occlusionFactor + 0.75f, 1.0f); | |
combinedColor.rgb = dirLightDirect.rgb * albedo.rgb; | |
combinedColor.a = albedo.a; | |
combinedColor += dirLightSpecular; | |
} | |
float poissonSample(vec4 shadow_coord, float spread) | |
{ | |
int hit = 0; | |
for (int i = 0; i < poissonDiskCount; i++) { | |
float dist = texture2DArray(stex, vec3(shadow_coord.xy + poissonDisk[i] * spread, shadow_coord.z)).x; | |
if (dist - shadow_coord.w > 0.0f) | |
hit++; | |
} | |
return float(hit) / poissonDiskCount; | |
} | |
float shadowCoef() | |
{ | |
vec4 shadow_coordA = vec4(0.0f, 0.0f, 0.0f, 0.0f); | |
vec4 shadow_coordB = vec4(0.0f, 0.0f, 0.0f, 0.0f); | |
float blend = 0.0f; | |
calculateShadowCoords(shadow_coordA, shadow_coordB, blend); | |
float sampleA = poissonSample(shadow_coordA, sampleDistance); | |
if (blend > 0.0f) | |
{ | |
float sampleB = poissonSample(shadow_coordB, sampleDistance); | |
return clamp((sampleB * blend) + (sampleA * (1.0f - blend)), 0.0f, 1.0f); | |
} | |
return sampleA; | |
} | |
void main() | |
{ | |
vec4 albedo = vec4(0.0f, 0.0f, 0.0f, 0.0f); | |
calculateSurface(gl_Color, albedo); | |
float occlusionFactor = 0.0f; | |
if(NdotL > -0.01f) | |
{ | |
if(shadowSplitCount <= 0) | |
occlusionFactor = 1.0f; | |
else | |
occlusionFactor = shadowCoef(); | |
} | |
// Apply lighting and fog. | |
vec4 fragColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); | |
if(isParticle == 1) | |
{ | |
vec4 texAlbedo = texture2D(tex, texCoord); | |
vec4 dirLightDirect = (dirLightColor * occlusionFactor) + (dirLightAmbient * occlusionFactor) + (dirShadowColor * (1.0f - occlusionFactor)); | |
vec4 plt = accumulateParticlePointLights(); | |
vec4 lightTotal = dirLightDirect + plt; | |
lightTotal.x = clamp(lightTotal.x, 0.0f, 1.2f); | |
lightTotal.y = clamp(lightTotal.y, 0.0f, 1.2f); | |
lightTotal.z = clamp(lightTotal.z, 0.0f, 1.2f); | |
fragColor = texAlbedo * gl_Color * lightTotal; | |
applyFog(fragColor); | |
fragColor.a = texAlbedo.a * gl_Color.a; | |
} | |
else | |
{ | |
applyLighting(fragColor, albedo, occlusionFactor); | |
applyFog(fragColor); | |
} | |
// Uncomment to viz depth in B. | |
//fragColor.z = vPos.y * 0.01f; | |
gl_FragColor = fragColor; | |
// gl_FragColor = vec4(occlusionFactor, occlusionFactor, occlusionFactor, 1); | |
} |
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