#version 430 core float AMBIENT = 0.03; float PI = 3.14; uniform sampler2D depthMap; uniform sampler2D depthMapShip; uniform vec3 cameraPos; uniform vec3 color; uniform vec3 sunDir; uniform vec3 sunColor; uniform vec3 lightPos; uniform vec3 lightColor; uniform vec3 spotlightPos; uniform vec3 spotlightColor; uniform vec3 spotlightConeDir; uniform vec3 spotlightPhi; uniform float metallic; uniform float roughness; uniform float exposition; in vec3 vecNormal; in vec3 worldPos; out vec4 outColor; in vec3 viewDirTS; in vec3 lightDirTS; in vec3 spotlightDirTS; in vec3 sunDirTS; in vec3 test; in vec4 sunSpacePos; in vec4 shipPos; float calculateShadow(vec3 normal, vec3 light, vec4 pos, sampler2D depth) { vec4 posNormalized = (pos / pos.w) * 0.5 + 0.5; float closestDepth = texture2D(depth, posNormalized.xy).r; //float bias = max(0.03 * (1.0 - dot(normal, light)), 0.003); if (closestDepth + 0.003 > posNormalized.z) return 1.0; return 0.0; } float DistributionGGX(vec3 normal, vec3 H, float roughness){ float a = roughness*roughness; float a2 = a*a; float NdotH = max(dot(normal, H), 0.0); float NdotH2 = NdotH*NdotH; float num = a2; float denom = (NdotH2 * (a2 - 1.0) + 1.0); denom = PI * denom * denom; return num / denom; } float GeometrySchlickGGX(float NdotV, float roughness){ float r = (roughness + 1.0); float k = (r*r) / 8.0; float num = NdotV; float denom = NdotV * (1.0 - k) + k; return num / denom; } float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){ float NdotV = max(dot(normal, V), 0.0); float NdotL = max(dot(normal, lightDir), 0.0); float ggx2 = GeometrySchlickGGX(NdotV, roughness); float ggx1 = GeometrySchlickGGX(NdotL, roughness); return ggx1 * ggx2; } vec3 fresnelSchlick(float cosTheta, vec3 F0){ return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0); } vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){ float diffuse=max(0,dot(normal,lightDir)); //vec3 V = normalize(cameraPos-worldPos); vec3 F0 = vec3(0.04); F0 = mix(F0, color, metallic); vec3 H = normalize(V + lightDir); // cook-torrance brdf float NDF = DistributionGGX(normal, H, roughness); float G = GeometrySmith(normal, V, lightDir, roughness); vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0); vec3 kS = F; vec3 kD = vec3(1.0) - kS; kD *= 1.0 - metallic; vec3 numerator = NDF * G * F; float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001; vec3 specular = numerator / denominator; // add to outgoing radiance Lo float NdotL = max(dot(normal, lightDir), 0.0); return (kD * color / PI + specular) * radiance * NdotL; } void main() { //vec3 normal = vec3(0,0,1); vec3 normal = normalize(vecNormal); //vec3 viewDir = normalize(viewDirTS); vec3 viewDir = normalize(cameraPos-worldPos); //vec3 lightDir = normalize(lightDirTS); vec3 lightDir = normalize(lightPos-worldPos); vec3 ambient = AMBIENT*color; vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2); vec3 ilumination; ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir); //flashlight //vec3 spotlightDir= normalize(spotlightDirTS); vec3 spotlightDir= normalize(spotlightPos-worldPos); float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1); attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2)*calculateShadow(normal, spotlightDir, shipPos, depthMapShip); ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir); //sun ilumination=ilumination+PBRLight(sunDir,sunColor*calculateShadow(normal, spotlightDir, sunSpacePos, depthMap),normal,viewDir); outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1); //outColor = vec4(roughness,metallic,0,1); //outColor = vec4(test; }