Terrain4J_Experimental_branch/resources/EngineResources/GLShaders/scene_frag.glsl
2026-08-29 19:42:11 +01:00

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7.9 KiB
GLSL

#version 330 core
const int MAX_LIGHTS = 32;
const float PI = 3.14159265359;
const float SPECULAR_POWER = 10;
in vec4 outPos;
in vec3 outNormal;
in vec3 outTangent;
in vec3 outBitangent;
in vec2 outTextCoords;
out vec4 fragColor;
struct Attenuation
{
float constant;
float linear;
float exponent;
};
struct Light {
vec3 position;
int lightType;
float intensity;
vec3 color;
vec3 conedir;
float cutoff;
Attenuation attenuation;
};
struct Material {
vec4 diffuse;
int hasTexture;
int hasNormalMap;
int hasRoughMap;
float roughnessFactor;
float metallicFactor;
};
uniform sampler2D textureSampler;
uniform sampler2D normalSampler;
uniform sampler2D roughnessSampler;
uniform Light lights[MAX_LIGHTS];
struct SceneInfo {
vec3 camPos;
float ambientLightIntensity;
vec3 ambientLightColor;
int LightCount;
};
uniform Material material;
uniform SceneInfo sceneInfo;
vec4 calcAmbient(Light ambientLight, vec4 ambient) {
return vec4(ambientLight.intensity * ambientLight.color, 1) * ambient;
}
vec4 calcLightColor(vec4 diffuse, vec4 specular, vec3 lightColor, float light_intensity, vec3 position, vec3 to_light_dir, vec3 normal, float Metallic) {
vec4 diffuseColor = vec4(0, 0, 0, 1);
vec4 specColor = vec4(0, 0, 0, 1);
float diffuseFactor = max(dot(normal, to_light_dir), 0.0);
diffuseColor = diffuse * vec4(lightColor, 1.0) * light_intensity * diffuseFactor;
vec3 camera_direction = normalize(-position);
vec3 from_light_dir = -to_light_dir;
vec3 reflected_light = normalize(reflect(from_light_dir, normal));
float specularFactor = max(dot(camera_direction, reflected_light), 0.0);
specularFactor = pow(specularFactor, SPECULAR_POWER);
specColor = specular * light_intensity * specularFactor * Metallic * vec4(lightColor, 1.0);
return (diffuseColor + specColor);
}
vec4 calcPointLight(vec4 diffuse, vec4 specular, Light light, vec3 position, vec3 normal, float Metallic) {
vec3 light_direction = light.position - position;
vec3 to_light_dir = normalize(light_direction);
vec4 light_color = calcLightColor(diffuse, specular, light.color, light.intensity, position, to_light_dir, normal,Metallic);
float distance = length(light_direction);
float attenuationInv = light.attenuation.constant + light.attenuation.linear * distance +
light.attenuation.exponent * distance * distance;
return light_color / attenuationInv;
}
vec4 calcSpotLight(vec4 diffuse, vec4 specular, Light light, vec3 position, vec3 normal,float Metallic) {
vec3 light_direction = light.position - position;
vec3 to_light_dir = normalize(light_direction);
vec3 from_light_dir = -to_light_dir;
float spot_alfa = dot(from_light_dir, normalize(light.conedir));
vec4 color = vec4(0, 0, 0, 0);
if (spot_alfa > light.cutoff)
{
color = calcPointLight(diffuse, specular, light, position, normal,Metallic);
color *= (1.0 - (1.0 - spot_alfa)/(1.0 - light.cutoff));
}
return color;
}
vec4 calcDirLight(vec4 diffuse, vec4 specular, Light light, vec3 position, vec3 normal,float Metallic) {
return calcLightColor(diffuse, specular, light.color, light.intensity, position, normalize(light.position), normal,Metallic);
}
vec3 calcNormal(Material material, vec3 normal, vec2 textCoords, mat3 TBN)
{
vec3 newNormal = normal;
if (material.hasNormalMap > 0)
{
newNormal = texture(normalSampler, textCoords).rgb;
newNormal = normalize(newNormal * 2.0 - 1.0);
newNormal = normalize(TBN * newNormal);
}
return newNormal;
}
float distributionGGX(vec3 N, vec3 H, float roughness) {
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH * NdotH;
float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return nom / denom;
}
float geometrySchlickGGX(float NdotV, float roughness) {
float r = (roughness + 1.0);
float k = (r * r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 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 calculatePointLight(Light light, vec3 worldPos, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) {
vec3 tmpSub = light.position - worldPos;
vec3 L = normalize(tmpSub);
vec3 H = normalize(V + L);
// Calculate distance and attenuation
float distance = length(tmpSub);
float attenuation = 1.0 / (distance * distance);
float intensity = 10.0f;
vec3 radiance = light.color * light.intensity * attenuation;
// Cook-Torrance BRDF
float NDF = distributionGGX(N, H, roughness);
float G = geometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
float NdotL = max(dot(N, L), 0.0);
return (kD * albedo / PI + specular) * radiance * NdotL;
}
vec3 calculateDirectionalLight(Light light, vec3 V, vec3 N, vec3 F0, vec3 albedo, float metallic, float roughness) {
vec3 L = normalize(-light.position);
vec3 H = normalize(V + L);
vec3 radiance = light.color * light.intensity;
// Cook-Torrance BRDF
float NDF = distributionGGX(N, H, roughness);
float G = geometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
float NdotL = max(dot(N, L), 0.0);
return (kD * albedo / PI + specular) * radiance * NdotL;
}
void main()
{
vec4 text_color = texture(textureSampler, outTextCoords);
if(text_color.a < 0.5) discard;
vec4 diffuse = text_color;
mat3 TBN = mat3(outTangent, outBitangent, outNormal);
vec3 newNormal = calcNormal(material, outNormal, outTextCoords, TBN);
float ao = 0.5;
float roughnessFactor = 0.0;
float metallicFactor = 0.0;
if (material.hasRoughMap > 0) {
vec4 metRoughValue = texture(roughnessSampler, outTextCoords);
roughnessFactor = metRoughValue.g;
metallicFactor = metRoughValue.b;
} else {
roughnessFactor = material.roughnessFactor;
metallicFactor = material.metallicFactor;
}
vec4 specular = text_color + metallicFactor - roughnessFactor;
vec4 pbr = vec4(ao, roughnessFactor, metallicFactor, text_color.a);
float roughness = pbr.g;
float metallic = pbr.b;
vec3 N = normalize(newNormal);
vec3 V = normalize(sceneInfo.camPos - outPos.rgb);
vec3 F0 = vec3(0.04);
F0 = mix(F0, text_color.rgb, metallic);
vec3 Lo = vec3(0.0);
for (int i = 0; i < sceneInfo.LightCount; i++) {
Light light = lights[i];
vec3 Pos = vec3(outPos.rgb);
if (light.lightType == 1) {
//Lo += calculateDirectionalLight(light, V, N, F0, text_color.rgb, metallic, roughness);
Lo += calcDirLight(diffuse, specular, light, Pos, outNormal,metallic).rgb;
} else {
// Lo += calculatePointLight(light, outPos.rgb, V, N, F0, text_color.rgb, metallic, roughness);
Lo += calcPointLight(diffuse, specular, light, Pos, outNormal,metallic).rgb;
}
}
vec3 ambient = sceneInfo.ambientLightColor * text_color.rgb * sceneInfo.ambientLightIntensity;
vec3 color = ambient + Lo;
fragColor = vec4(color, 1.0f);
}