103 lines
3.1 KiB
GLSL
103 lines
3.1 KiB
GLSL
#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_gbufferColorTexture;
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uniform sampler2D u_gbufferNormalTexture;
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uniform sampler2D u_gbufferMaterialTexture;
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uniform sampler2D u_gbufferDepthTexture;
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uniform sampler2D u_metalsLUT;
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uniform mat4 u_inverseViewMatrix4f;
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uniform mat4 u_inverseProjectionMatrix4f;
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#ifdef COMPILE_SUN_SHADOW
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uniform sampler2D u_sunShadowTexture;
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#endif
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uniform vec3 u_sunDirection3f;
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uniform vec3 u_sunColor3f;
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#define LIB_INCLUDE_PBR_LIGHTING_FUNCTION
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#EAGLER INCLUDE (3) "eagler:glsl/deferred/lib/pbr_lighting.glsl"
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void main() {
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vec3 diffuseColor3f;
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vec3 normalVector3f;
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vec2 lightmapCoords2f;
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vec3 materialData3f;
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#ifdef COMPILE_SUN_SHADOW
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#ifdef COMPILE_COLORED_SHADOW
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vec4 shadow = textureLod(u_sunShadowTexture, v_position2f, 0.0);
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if(shadow.a < 0.05) {
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discard;
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}
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#else
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vec3 shadow = vec3(textureLod(u_sunShadowTexture, v_position2f, 0.0).r);
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if(shadow.r < 0.05) {
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discard;
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}
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#endif
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#endif
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vec4 sampleVar4f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0);
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#ifndef COMPILE_SUN_SHADOW
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vec3 shadow = vec3(sampleVar4f.a, 0.0, 0.0);
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if(shadow.r < 0.5) {
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discard;
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}
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shadow = vec3(max(shadow.r * 2.0 - 1.0, 0.0));
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#endif
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normalVector3f.xyz = sampleVar4f.rgb * 2.0 - 1.0;
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lightmapCoords2f.y = sampleVar4f.a;
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float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r;
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#ifndef COMPILE_SUN_SHADOW
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if(depth < 0.00001) {
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discard;
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}
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#endif
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sampleVar4f = textureLod(u_gbufferColorTexture, v_position2f, 0.0);
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diffuseColor3f.rgb = sampleVar4f.rgb;
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lightmapCoords2f.x = sampleVar4f.a;
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materialData3f = textureLod(u_gbufferMaterialTexture, v_position2f, 0.0).rgb;
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vec3 worldSpaceNormal = normalize(mat3(u_inverseViewMatrix4f) * normalVector3f);
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vec4 worldSpacePosition = vec4(v_position2f, depth, 1.0);
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worldSpacePosition.xyz *= 2.0;
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worldSpacePosition.xyz -= 1.0;
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worldSpacePosition = u_inverseProjectionMatrix4f * worldSpacePosition;
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worldSpacePosition = u_inverseViewMatrix4f * vec4(worldSpacePosition.xyz / worldSpacePosition.w, 0.0);
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diffuseColor3f *= diffuseColor3f;
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output4f = vec4(eaglercraftLighting(diffuseColor3f, u_sunColor3f * shadow.rgb, normalize(-worldSpacePosition.xyz), u_sunDirection3f, worldSpaceNormal, materialData3f), 0.0);
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}
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