/* The MIT License (MIT) Copyright (c) 2022 Sascha Willems Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #version 450 layout (binding = 1) uniform sampler2D samplerposition; layout (binding = 2) uniform sampler2D samplerNormal; layout (binding = 3) uniform sampler2D samplerAlbedo; layout (binding = 5) uniform sampler2DArray samplerShadowMap; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; #define LIGHT_COUNT 3 #define SHADOW_FACTOR 0.25 #define AMBIENT_LIGHT 0.1 #define USE_PCF struct Light { vec4 position; vec4 target; vec4 color; mat4 viewMatrix; }; layout (binding = 4) uniform UBO { vec4 viewPos; Light lights[LIGHT_COUNT]; int useShadows; int debugDisplayTarget; } ubo; float textureProj(vec4 P, float layer, vec2 offset) { float shadow = 1.0; vec4 shadowCoord = P / P.w; shadowCoord.st = shadowCoord.st * 0.5 + 0.5; if (shadowCoord.z > -1.0 && shadowCoord.z < 1.0) { float dist = texture(samplerShadowMap, vec3(shadowCoord.st + offset, layer)).r; if (shadowCoord.w > 0.0 && dist < shadowCoord.z) { shadow = SHADOW_FACTOR; } } return shadow; } float filterPCF(vec4 sc, float layer) { ivec2 texDim = textureSize(samplerShadowMap, 0).xy; float scale = 1.5; float dx = scale * 1.0 / float(texDim.x); float dy = scale * 1.0 / float(texDim.y); float shadowFactor = 0.0; int count = 0; int range = 1; for (int x = -range; x <= range; x++) { for (int y = -range; y <= range; y++) { shadowFactor += textureProj(sc, layer, vec2(dx*x, dy*y)); count++; } } return shadowFactor / count; } vec3 shadow(vec3 fragcolor, vec3 fragpos) { for(int i = 0; i < LIGHT_COUNT; ++i) { vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragpos, 1.0); float shadowFactor; #ifdef USE_PCF shadowFactor= filterPCF(shadowClip, i); #else shadowFactor = textureProj(shadowClip, i, vec2(0.0)); #endif fragcolor *= shadowFactor; } return fragcolor; } void main() { // Get G-Buffer values vec3 fragPos = texture(samplerposition, inUV).rgb; vec3 normal = texture(samplerNormal, inUV).rgb; vec4 albedo = texture(samplerAlbedo, inUV); // Debug display if (ubo.debugDisplayTarget > 0) { switch (ubo.debugDisplayTarget) { case 1: outFragColor.rgb = shadow(vec3(1.0), fragPos).rgb; break; case 2: outFragColor.rgb = fragPos; break; case 3: outFragColor.rgb = normal; break; case 4: outFragColor.rgb = albedo.rgb; break; case 5: outFragColor.rgb = albedo.aaa; break; } outFragColor.a = 1.0; return; } // Ambient part vec3 fragcolor = albedo.rgb * AMBIENT_LIGHT; vec3 N = normalize(normal); for(int i = 0; i < LIGHT_COUNT; ++i) { // Vector to light vec3 L = ubo.lights[i].position.xyz - fragPos; // Distance from light to fragment position float dist = length(L); L = normalize(L); // Viewer to fragment vec3 V = ubo.viewPos.xyz - fragPos; V = normalize(V); float lightCosInnerAngle = cos(radians(15.0)); float lightCosOuterAngle = cos(radians(25.0)); float lightRange = 100.0; // Direction vector from source to target vec3 dir = normalize(ubo.lights[i].position.xyz - ubo.lights[i].target.xyz); // Dual cone spot light with smooth transition between inner and outer angle float cosDir = dot(L, dir); float spotEffect = smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir); float heightAttenuation = smoothstep(lightRange, 0.0f, dist); // Diffuse lighting float NdotL = max(0.0, dot(N, L)); vec3 diff = vec3(NdotL); // Specular lighting vec3 R = reflect(-L, N); float NdotR = max(0.0, dot(R, V)); vec3 spec = vec3(pow(NdotR, 16.0) * albedo.a * 2.5); fragcolor += vec3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb; } // Shadow calculations in a separate pass if (ubo.useShadows > 0) { fragcolor = shadow(fragcolor, fragPos); } outFragColor = vec4(fragcolor, 1.0); }