#version 430 core layout (location = 0) out vec4 FragColor; layout (location = 1) out vec4 BrightColor; struct PointLight { vec3 position; vec3 color; float intensity; }; #define MAX_POINT_LIGHTS 16 uniform vec3 cameraPos; uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; uniform sampler2D depthTexture; uniform PointLight pointLights[MAX_POINT_LIGHTS]; uniform int LightsCount; in vec3 fragPos; in vec2 vTexCoord; in vec3 LightPosTS[MAX_POINT_LIGHTS]; in vec3 CameraPosTS; in vec3 FragPosTS; vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) { // number of depth layers const float minLayers = 8; const float maxLayers = 32; float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir))); // calculate the size of each layer float layerDepth = 1.0 / numLayers; // depth of current layer float currentLayerDepth = 0.0; // the amount to shift the texture coordinates per layer (from vector P) vec2 P = viewDir.xy / viewDir.z * 0.00001; vec2 deltaTexCoords = P / numLayers; // get initial values vec2 currentTexCoords = texCoords; float currentdepthTextureValue = texture(depthTexture, currentTexCoords).r; while(currentLayerDepth < currentdepthTextureValue) { // shift texture coordinates along direction of P currentTexCoords -= deltaTexCoords; // get depthTexture value at current texture coordinates currentdepthTextureValue = texture(depthTexture, currentTexCoords).r; // get depth of next layer currentLayerDepth += layerDepth; } // get texture coordinates before collision (reverse operations) vec2 prevTexCoords = currentTexCoords + deltaTexCoords; // get depth after and before collision for linear interpolation float afterDepth = currentdepthTextureValue - currentLayerDepth; float beforeDepth = texture(depthTexture, prevTexCoords).r - currentLayerDepth + layerDepth; // interpolation of texture coordinates float weight = afterDepth / (afterDepth - beforeDepth); vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight); return finalTexCoords; } void main() { vec3 fragColor = vec3(0,0,0); vec3 V = normalize(CameraPosTS-FragPosTS); vec2 texCoords = ParallaxMapping(vTexCoord, V); if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0) discard; vec3 texture = texture2D(diffuseTexture, texCoords).rgb; //vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z); vec3 ambient = vec3(0.1, 0.1, 0.1) * texture; vec3 normal = texture2D(normalTexture, vTexCoord).rgb; normal = normalize(normal * 2.0 - 1.0); for(int i = 0; i < LightsCount; i++) { vec3 lightDir = normalize(LightPosTS[i] - FragPosTS); vec3 R = reflect(-lightDir,normal); float dist = distance(fragPos, pointLights[i].position); float distance = (1/dist) * (1/dist); float spec = pow(max(0,dot(R,V)),2); float diff = max(0,dot(normal,normalize(lightDir))); vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity; vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist); fragColor += texture*(diffuse+specular); } BrightColor = vec4(0.0, 0.0, 0.0, 1.0); FragColor = vec4(fragColor+ambient,1.0); }