#version 330 core
out vec4 FragColor;
in VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
} fs_in;
uniform sampler2D diffuseTexture;
uniform samplerCube depthMap;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform float far_plane;
uniform bool shadows;
// array of offset direction for sampling
vec3 gridSamplingDisk[20] = vec3[]
(
vec3(1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
vec3(1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
vec3(1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3(1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
vec3(0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
);
float ShadowCalculation(vec3 fragPos)
{
// get vector between fragment position and light position
vec3 fragToLight = fragPos - lightPos;
// use the fragment to light vector to sample from the depth map
// float closestDepth = texture(depthMap, fragToLight).r;
// it is currently in linear range between [0,1], let's re-transform it back to original depth value
// closestDepth *= far_plane;
// now get current linear depth as the length between the fragment and light position
float currentDepth = length(fragToLight);
// test for shadows
// float bias = 0.05; // we use a much larger bias since depth is now in [near_plane, far_plane] range
// float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
// PCF
// float shadow = 0.0;
// float bias = 0.05;
// float samples = 4.0;
// float offset = 0.1;
// for(float x = -offset; x < offset; x += offset / (samples * 0.5))
// {
// for(float y = -offset; y < offset; y += offset / (samples * 0.5))
// {
// for(float z = -offset; z < offset; z += offset / (samples * 0.5))
// {
// float closestDepth = texture(depthMap, fragToLight + vec3(x, y, z)).r; // use lightdir to lookup cubemap
// closestDepth *= far_plane; // Undo mapping [0;1]
// if(currentDepth - bias > closestDepth)
// shadow += 1.0;
// }
// }
// }
// shadow /= (samples * samples * samples);
float shadow = 0.0;
float bias = 0.15;
int samples = 20;
float viewDistance = length(viewPos - fragPos);
float diskRadius = (1.0 + (viewDistance / far_plane)) / 25.0;
for(int i = 0; i < samples; ++i)
{
float closestDepth = texture(depthMap, fragToLight + gridSamplingDisk[i] * diskRadius).r;
closestDepth *= far_plane; // undo mapping [0;1]
if(currentDepth - bias > closestDepth)
shadow += 1.0;
}
shadow /= float(samples);
// display closestDepth as debug (to visualize depth cubemap)
// FragColor = vec4(vec3(closestDepth / far_plane), 1.0);
return shadow;
}
void main()
{
vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
vec3 normal = normalize(fs_in.Normal);
vec3 lightColor = vec3(0.3);
// ambient
vec3 ambient = 0.3 * lightColor;
// diffuse
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
float diff = max(dot(lightDir, normal), 0.0);
vec3 diffuse = diff * lightColor;
// specular
vec3 viewDir = normalize(viewPos - fs_in.FragPos);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = 0.0;
vec3 halfwayDir = normalize(lightDir + viewDir);
spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
vec3 specular = spec * lightColor;
// calculate shadow
float shadow = shadows ? ShadowCalculation(fs_in.FragPos) : 0.0;
vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
FragColor = vec4(lighting, 1.0);
}
HI