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- #version 450
- layout(binding = 1) uniform PixelShaderConstantBuffer
- {
- vec3 CameraPos;
- vec3 LightPos;
- } c;
- layout(location = 0) in vec3 iNormal;
- layout(location = 1) in vec3 iWorldPos;
- layout(location = 2) in vec2 iTex;
- layout(location = 3) in vec4 iPositionL;
- layout(location = 4) in vec4 iColor;
- layout(location = 0) out vec4 oColor;
- layout(set = 1, binding = 0) uniform sampler2D LightDepthSampler;
- void main()
- {
- // Constants
- float AmbientFactor = 0.3;
- vec3 DiffuseColor = vec3(iColor.r, iColor.g, iColor.b);
- vec3 SpecularColor = vec3(1, 1, 1);
- float SpecularPower = 100.0;
- float bias = 1.0e-7;
- // Homogenize position in light space
- vec3 position_l = iPositionL.xyz / iPositionL.w;
- // Calculate dot product between direction to light and surface normal and clamp between [0, 1]
- vec3 view_dir = normalize(c.CameraPos - iWorldPos);
- vec3 world_to_light = c.LightPos - iWorldPos;
- vec3 light_dir = normalize(world_to_light);
- vec3 normal = normalize(iNormal);
- if (dot(view_dir, normal) < 0) // If we're viewing the triangle from the back side, flip the normal to get the correct lighting
- normal = -normal;
- float normal_dot_light_dir = clamp(dot(normal, light_dir), 0, 1);
- // Calculate texture coordinates in light depth texture
- vec2 tex_coord;
- tex_coord.x = position_l.x / 2.0 + 0.5;
- tex_coord.y = position_l.y / 2.0 + 0.5;
- // Check that the texture coordinate is inside the depth texture, if not we don't know if it is lit or not so we assume lit
- float shadow_factor = 1.0;
- if (iColor.a > 0 // Alpha = 0 means don't receive shadows
- && tex_coord.x == clamp(tex_coord.x, 0, 1) && tex_coord.y == clamp(tex_coord.y, 0, 1))
- {
- // Modify shadow bias according to the angle between the normal and the light dir
- float modified_bias = bias * tan(acos(normal_dot_light_dir));
- modified_bias = min(modified_bias, 10.0 * bias);
-
- // Get texture size
- float width = 1.0 / 4096;
- float height = 1.0 / 4096;
- // Samples to take
- uint num_samples = 16;
- vec2 offsets[] = {
- vec2(-1.5 * width, -1.5 * height),
- vec2(-0.5 * width, -1.5 * height),
- vec2(0.5 * width, -1.5 * height),
- vec2(1.5 * width, -1.5 * height),
- vec2(-1.5 * width, -0.5 * height),
- vec2(-0.5 * width, -0.5 * height),
- vec2(0.5 * width, -0.5 * height),
- vec2(1.5 * width, -0.5 * height),
- vec2(-1.5 * width, 0.5 * height),
- vec2(-0.5 * width, 0.5 * height),
- vec2(0.5 * width, 0.5 * height),
- vec2(1.5 * width, 0.5 * height),
- vec2(-1.5 * width, 1.5 * height),
- vec2(-0.5 * width, 1.5 * height),
- vec2(0.5 * width, 1.5 * height),
- vec2(1.5 * width, 1.5 * height),
- };
- // Calculate depth of this pixel relative to the light
- float light_depth = position_l.z + modified_bias;
- // Sample shadow factor
- shadow_factor = 0.0;
- for (uint i = 0; i < num_samples; ++i)
- shadow_factor += texture(LightDepthSampler, tex_coord + offsets[i]).x <= light_depth? 1.0 : 0.0;
- shadow_factor /= num_samples;
- }
- // Calculate diffuse and specular
- float diffuse = normal_dot_light_dir;
- float specular = diffuse > 0.0? pow(clamp(-dot(reflect(light_dir, normal), view_dir), 0, 1), SpecularPower) : 0.0;
- // Apply procedural pattern based on the uv coordinates
- bvec2 less_half = lessThan(iTex - floor(iTex), vec2(0.5, 0.5));
- float darken_factor = less_half.r ^^ less_half.g? 0.5 : 1.0;
- // Fade out checkerboard pattern when it tiles too often
- vec2 dx = dFdx(iTex), dy = dFdy(iTex);
- float texel_distance = sqrt(dot(dx, dx) + dot(dy, dy));
- darken_factor = mix(darken_factor, 0.75, clamp(5.0 * texel_distance - 1.5, 0.0, 1.0));
- // Calculate color
- oColor = vec4(clamp((AmbientFactor + diffuse * shadow_factor) * darken_factor * DiffuseColor + SpecularColor * specular * shadow_factor, 0, 1), 1);
- }
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