2023-01-21 20:37:04 +01:00
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#version 430 core
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float AMBIENT = 0.03;
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float PI = 3.14;
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2023-01-23 23:06:49 +01:00
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uniform sampler2D depthMapSun;
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2023-01-21 20:37:04 +01:00
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uniform vec3 cameraPos;
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uniform vec3 color;
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uniform vec3 sunDir;
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uniform vec3 sunColor;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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2023-02-01 18:23:58 +01:00
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//array of laser light position
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//uniform vec3 lasersLightPos[21];
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//uniform int lasersLightPosArrayIndex;
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uniform vec3 laserLightPos0;
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uniform vec3 laserLightPos1;
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uniform vec3 laserLightPos2;
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uniform vec3 laserLightPos3;
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uniform vec3 laserLightPos4;
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uniform vec3 laserLightPos5;
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uniform vec3 laserLightPos6;
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uniform vec3 laserLightPos7;
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uniform vec3 laserLightPos8;
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uniform vec3 laserLightPos9;
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uniform vec3 laserLightPos10;
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uniform vec3 laserLightPos11;
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uniform vec3 laserLightPos12;
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uniform vec3 laserLightPos13;
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uniform vec3 laserLightPos14;
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uniform vec3 laserLightPos15;
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uniform vec3 laserLightPos16;
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uniform vec3 laserLightPos17;
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uniform vec3 laserLightPos18;
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uniform vec3 laserLightPos19;
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uniform vec3 laserLightColor;
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2023-01-21 20:37:04 +01:00
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uniform vec3 spotlightPos;
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uniform vec3 spotlightColor;
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uniform vec3 spotlightConeDir;
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uniform vec3 spotlightPhi;
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uniform float metallic;
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uniform float roughness;
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uniform float exposition;
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in vec3 vecNormal;
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in vec3 worldPos;
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out vec4 outColor;
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in vec3 viewDirTS;
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in vec3 lightDirTS;
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in vec3 spotlightDirTS;
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in vec3 sunDirTS;
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2023-01-23 20:54:58 +01:00
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in vec4 sunSpacePos;
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2023-01-21 20:37:04 +01:00
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in vec3 test;
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2023-02-01 18:23:58 +01:00
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uniform float time;
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2023-01-21 20:37:04 +01:00
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float DistributionGGX(vec3 normal, vec3 H, float roughness){
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(normal, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num / denom;
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}
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float GeometrySchlickGGX(float NdotV, float roughness){
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
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float NdotV = max(dot(normal, V), 0.0);
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float NdotL = max(dot(normal, lightDir), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0){
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
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float diffuse=max(0,dot(normal,lightDir));
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//vec3 V = normalize(cameraPos-worldPos);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, color, metallic);
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vec3 H = normalize(V + lightDir);
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// cook-torrance brdf
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float NDF = DistributionGGX(normal, H, roughness);
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float G = GeometrySmith(normal, V, lightDir, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - metallic;
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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// add to outgoing radiance Lo
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float NdotL = max(dot(normal, lightDir), 0.0);
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return (kD * color / PI + specular) * radiance * NdotL;
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}
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2023-01-23 20:54:58 +01:00
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float calculateShadow() {
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2023-01-23 23:06:49 +01:00
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vec4 sunSpacePosNormalized = (0.5 * sunSpacePos / (sunSpacePos.w)) + 0.5;
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2023-01-23 20:54:58 +01:00
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2023-01-23 23:06:49 +01:00
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float closestDepth = texture2D(depthMapSun, sunSpacePosNormalized.xy).x;//r?
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2023-01-23 20:54:58 +01:00
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2023-01-23 23:06:49 +01:00
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float diff = (0.001+closestDepth) - sunSpacePosNormalized.z;//sunSpacePosNormalized.z;
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2023-01-23 20:54:58 +01:00
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2023-01-23 23:06:49 +01:00
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return (0.5*(diff)/abs(diff))+0.5;
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2023-01-23 20:54:58 +01:00
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}
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2023-01-21 20:37:04 +01:00
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void main()
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{
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//vec3 normal = vec3(0,0,1);
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vec3 normal = normalize(vecNormal);
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//vec3 viewDir = normalize(viewDirTS);
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vec3 viewDir = normalize(cameraPos-worldPos);
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//vec3 lightDir = normalize(lightDirTS);
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vec3 lightDir = normalize(lightPos-worldPos);
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2023-02-01 18:23:58 +01:00
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//array of lasers light
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//vec3 laserLightPos = lasersLightPos[lasersLightPosArrayIndex];
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//lasers light direction
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vec3 laserLightDir0 = normalize(laserLightPos0-worldPos);
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vec3 laserLightDir1 = normalize(laserLightPos1-worldPos);
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vec3 laserLightDir2 = normalize(laserLightPos2-worldPos);
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vec3 laserLightDir3 = normalize(laserLightPos3-worldPos);
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vec3 laserLightDir4 = normalize(laserLightPos4-worldPos);
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vec3 laserLightDir5 = normalize(laserLightPos5-worldPos);
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vec3 laserLightDir6 = normalize(laserLightPos6-worldPos);
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vec3 laserLightDir7 = normalize(laserLightPos7-worldPos);
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vec3 laserLightDir8 = normalize(laserLightPos8-worldPos);
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vec3 laserLightDir9 = normalize(laserLightPos9-worldPos);
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vec3 laserLightDir10 = normalize(laserLightPos10-worldPos);
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vec3 laserLightDir11 = normalize(laserLightPos11-worldPos);
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vec3 laserLightDir12 = normalize(laserLightPos12-worldPos);
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vec3 laserLightDir13 = normalize(laserLightPos13-worldPos);
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vec3 laserLightDir14 = normalize(laserLightPos14-worldPos);
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vec3 laserLightDir15 = normalize(laserLightPos15-worldPos);
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vec3 laserLightDir16 = normalize(laserLightPos16-worldPos);
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vec3 laserLightDir17 = normalize(laserLightPos17-worldPos);
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vec3 laserLightDir18 = normalize(laserLightPos18-worldPos);
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vec3 laserLightDir19 = normalize(laserLightPos19-worldPos);
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2023-01-21 20:37:04 +01:00
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vec3 ambient = AMBIENT*color;
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2023-02-01 18:23:58 +01:00
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vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
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2023-01-21 20:37:04 +01:00
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vec3 ilumination;
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ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
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2023-01-31 16:50:00 +01:00
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2023-02-01 18:23:58 +01:00
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//LASERS LIGHTING
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float laserIntensity = pow(sin(time * 10.0), 2.0);
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if((laserLightPos0.y > 0 && laserLightPos0.y < 2.2) && (laserLightPos0.z > -2.2 && laserLightPos0.z < 2.1) && (laserLightPos0.x > -1.72 && laserLightPos0.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos0-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir0,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos1.y > 0 && laserLightPos1.y < 2.2) && (laserLightPos1.z > -2.2 && laserLightPos1.z < 2.1) && (laserLightPos1.x > -1.72 && laserLightPos1.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos1-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir1,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos2.y > 0 && laserLightPos2.y < 2.2) && (laserLightPos2.z > -2.2 && laserLightPos2.z < 2.1) && (laserLightPos2.x > -1.72 && laserLightPos2.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos2-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir2,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos3.y > 0 && laserLightPos3.y < 2.2) && (laserLightPos3.z > -2.2 && laserLightPos3.z < 2.1) && (laserLightPos3.x > -1.72 && laserLightPos3.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos3-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir3,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos4.y > 0 && laserLightPos4.y < 2.2) && (laserLightPos4.z > -2.2 && laserLightPos4.z < 2.1) && (laserLightPos4.x > -1.72 && laserLightPos4.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos4-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir4,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos5.y > 0 && laserLightPos5.y < 2.2) && (laserLightPos5.z > -2.2 && laserLightPos5.z < 2.1) && (laserLightPos5.x > -1.72 && laserLightPos5.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos5-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir5,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos6.y > 0 && laserLightPos6.y < 2.2) && (laserLightPos6.z > -2.2 && laserLightPos6.z < 2.1) && (laserLightPos6.x > -1.72 && laserLightPos6.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos6-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir6,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos7.y > 0 && laserLightPos7.y < 2.2) && (laserLightPos7.z > -2.2 && laserLightPos7.z < 2.1) && (laserLightPos7.x > -1.72 && laserLightPos7.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos7-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir7,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos8.y > 0 && laserLightPos8.y < 2.2) && (laserLightPos8.z > -2.2 && laserLightPos8.z < 2.1) && (laserLightPos8.x > -1.72 && laserLightPos8.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos8-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir8,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos9.y > 0 && laserLightPos9.y < 2.2) && (laserLightPos9.z > -2.2 && laserLightPos9.z < 2.1) && (laserLightPos9.x > -1.72 && laserLightPos9.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos9-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir9,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos10.y > 0 && laserLightPos10.y < 2.2) && (laserLightPos10.z > -2.2 && laserLightPos10.z < 2.1) && (laserLightPos10.x > -1.72 && laserLightPos10.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos10-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir10,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos11.y > 0 && laserLightPos11.y < 2.2) && (laserLightPos11.z > -2.2 && laserLightPos11.z < 2.1) && (laserLightPos11.x > -1.72 && laserLightPos11.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos11-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir11,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos12.y > 0 && laserLightPos12.y < 2.2) && (laserLightPos12.z > -2.2 && laserLightPos12.z < 2.1) && (laserLightPos12.x > -1.72 && laserLightPos12.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos12-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir12,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos13.y > 0 && laserLightPos13.y < 2.2) && (laserLightPos13.z > -2.2 && laserLightPos13.z < 2.1) && (laserLightPos13.x > -1.72 && laserLightPos13.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos13-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir13,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos14.y > 0 && laserLightPos14.y < 2.2) && (laserLightPos14.z > -2.2 && laserLightPos14.z < 2.1) && (laserLightPos14.x > -1.72 && laserLightPos14.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos14-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir14,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos15.y > 0 && laserLightPos15.y < 2.2) && (laserLightPos15.z > -2.2 && laserLightPos15.z < 2.1) && (laserLightPos15.x > -1.72 && laserLightPos15.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos15-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir15,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos16.y > 0 && laserLightPos16.y < 2.2) && (laserLightPos16.z > -2.2 && laserLightPos16.z < 2.1) && (laserLightPos16.x > -1.72 && laserLightPos16.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos16-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir16,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos17.y > 0 && laserLightPos17.y < 2.2) && (laserLightPos17.z > -2.2 && laserLightPos17.z < 2.1) && (laserLightPos17.x > -1.72 && laserLightPos17.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos17-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir17,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos18.y > 0 && laserLightPos18.y < 2.2) && (laserLightPos18.z > -2.2 && laserLightPos18.z < 2.1) && (laserLightPos18.x > -1.72 && laserLightPos18.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos18-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir18,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos19.y > 0 && laserLightPos19.y < 2.2) && (laserLightPos19.z > -2.2 && laserLightPos19.z < 2.1) && (laserLightPos19.x > -1.72 && laserLightPos19.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos19-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir19,attenuatedlightColor,normal,viewDir);
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}
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2023-01-21 20:37:04 +01:00
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//flashlight
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//vec3 spotlightDir= normalize(spotlightDirTS);
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vec3 spotlightDir= normalize(spotlightPos-worldPos);
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float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
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attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
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ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
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//sun
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2023-02-01 18:23:58 +01:00
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ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir);
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2023-01-21 20:37:04 +01:00
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outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
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2023-02-08 18:22:12 +01:00
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2023-01-21 20:37:04 +01:00
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//outColor = vec4(roughness,metallic,0,1);
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//outColor = vec4(test;
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}
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