107 lines
3.3 KiB
GLSL
107 lines
3.3 KiB
GLSL
#version 430 core
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layout (location = 0) out vec4 FragColor;
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layout (location = 1) out vec4 BrightColor;
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struct PointLight {
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vec3 position;
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vec3 color;
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float intensity;
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};
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#define MAX_POINT_LIGHTS 16
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uniform vec3 cameraPos;
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uniform sampler2D diffuseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D depthTexture;
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uniform PointLight pointLights[MAX_POINT_LIGHTS];
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uniform int LightsCount;
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in vec3 fragPos;
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in vec2 vTexCoord;
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in vec3 LightPosTS[MAX_POINT_LIGHTS];
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in vec3 CameraPosTS;
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in vec3 FragPosTS;
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vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
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{
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// number of depth layers
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const float minLayers = 8;
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const float maxLayers = 32;
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float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
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// calculate the size of each layer
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float layerDepth = 1.0 / numLayers;
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// depth of current layer
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float currentLayerDepth = 0.0;
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// the amount to shift the texture coordinates per layer (from vector P)
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vec2 P = viewDir.xy / viewDir.z * 0.001;
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vec2 deltaTexCoords = P / numLayers;
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// get initial values
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vec2 currentTexCoords = texCoords;
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float currentdepthTextureValue = texture(depthTexture, currentTexCoords).r;
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while(currentLayerDepth < currentdepthTextureValue)
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{
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// shift texture coordinates along direction of P
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currentTexCoords -= deltaTexCoords;
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// get depthTexture value at current texture coordinates
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currentdepthTextureValue = texture(depthTexture, currentTexCoords).r;
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// get depth of next layer
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currentLayerDepth += layerDepth;
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}
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// get texture coordinates before collision (reverse operations)
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
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// get depth after and before collision for linear interpolation
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float afterDepth = currentdepthTextureValue - currentLayerDepth;
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float beforeDepth = texture(depthTexture, prevTexCoords).r - currentLayerDepth + layerDepth;
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// interpolation of texture coordinates
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float weight = afterDepth / (afterDepth - beforeDepth);
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vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
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return finalTexCoords;
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}
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void main()
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{
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vec3 fragColor = vec3(0,0,0);
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vec3 V = normalize(CameraPosTS-FragPosTS);
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vec2 texCoords = ParallaxMapping(vTexCoord, V);
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if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0)
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discard;
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vec3 texture = texture2D(diffuseTexture, texCoords).rgb;
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//vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z);
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vec3 ambient = vec3(0.1, 0.1, 0.1) * texture;
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vec3 normal = texture2D(normalTexture, texCoords).rgb;
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normal = normalize(normal * 2.0 - 1.0);
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for(int i = 0; i < LightsCount; i++)
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{
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vec3 lightDir = normalize(LightPosTS[i] - FragPosTS);
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vec3 R = reflect(-lightDir,normal);
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float dist = distance(fragPos, pointLights[i].position);
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float distance = (1/dist) * (1/dist);
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float spec = pow(max(0,dot(R,V)),2);
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float diff = max(0,dot(normal,lightDir));
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vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity;
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
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fragColor += texture*(diffuse+specular);
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}
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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FragColor = vec4(fragColor+ambient,1.0);
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}
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