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- uniform sampler2D ntex;
- uniform sampler2D dtex;
- uniform sampler2DArray shadowtex;
- uniform float split0;
- uniform float split1;
- uniform float split2;
- uniform float splitmax;
- in vec2 uv;
- out vec4 Diff;
- out vec4 Spec;
- vec3 DecodeNormal(vec2 n);
- vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
- vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
- vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
- vec3 SunMRP(vec3 normal, vec3 eyedir);
- float getShadowFactor(vec3 pos, int index)
- {
- vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0));
- shadowcoord.xy /= shadowcoord.w;
- vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
- float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x;
- float d = shadowcoord.z;
- return min(pow(exp(-32. * d) * z, 8.), 1.);
- }
- void main() {
- vec2 uv = gl_FragCoord.xy / screen;
- float z = texture(dtex, uv).x;
- vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
- vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
- float roughness =texture(ntex, uv).z;
- vec3 eyedir = -normalize(xpos.xyz);
- vec3 Lightdir = SunMRP(norm, eyedir);
- float NdotL = clamp(dot(norm, Lightdir), 0., 1.);
- vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
- vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
- // Shadows
- float factor;
- if (xpos.z < split0)
- factor = getShadowFactor(xpos.xyz, 0);
- else if (xpos.z < split1)
- factor = getShadowFactor(xpos.xyz, 1);
- else if (xpos.z < split2)
- factor = getShadowFactor(xpos.xyz, 2);
- else if (xpos.z < splitmax)
- factor = getShadowFactor(xpos.xyz, 3);
- else
- factor = 1.;
- Diff = vec4(factor * NdotL * Diffuse * sun_col, 1.);
- Spec = vec4(factor * NdotL * Specular * sun_col, 1.);
- }
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