87 lines
2.5 KiB
GLSL
87 lines
2.5 KiB
GLSL
#version 330 core
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struct TextureArray {
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sampler2D texture_diffuse[32]; // Array of diffuse textures
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// Add more texture types if needed
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};
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uniform TextureArray uTextures; // Array of textures
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uniform int uNumDiffuseTextures; // Number of active diffuse textures
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uniform mat4 uLightSpaceMatrix; // Light space matrix
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uniform sampler2D uShadowMap; // Shadow map texture
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in vec2 TexCoord; // From vertex shader
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in vec3 Normal; // From vertex shader
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in vec3 FragPos; // From vertex shader
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in vec4 FragPosLightSpace; // From vertex shader
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out vec4 FragColor; // Final fragment color
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// Lighting parameters
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struct Light {
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vec3 direction;
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vec3 position;
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};
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uniform Light light;
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uniform vec3 viewPos; // Position of the camera/viewer
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float ShadowCalculation(vec4 fragPosLightSpace)
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{
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// Perform perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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// Transform to [0,1] range
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projCoords = projCoords * 0.5 + 0.5;
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// Get closest depth value from light's perspective
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float closestDepth = texture(uShadowMap, projCoords.xy).r;
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// Get current fragment's depth
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float currentDepth = projCoords.z;
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// Check whether current frag pos is in shadow
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float bias = 0.005;
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float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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// Keep the shadow at 0.0 when outside the far plane region of the light's orthographic projection
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if(projCoords.z > 1.0)
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shadow = 0.0;
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return shadow;
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}
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void main()
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{
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// Normalize the normal vector
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vec3 norm = normalize(Normal);
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// Calculate the direction from the fragment to the light
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vec3 lightDir = normalize(light.direction);
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// Compute the diffuse intensity
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float diff = max(dot(norm, lightDir), 0.0);
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// Initialize diffuse color
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vec4 diffuseColor = vec4(0.0);
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// Sample and accumulate diffuse textures
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for(int i = 0; i < uNumDiffuseTextures; ++i)
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{
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diffuseColor += texture(uTextures.texture_diffuse[i], TexCoord);
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}
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// Apply the diffuse intensity
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diffuseColor *= diff;
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// Simple ambient lighting
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vec3 ambient = 0.1 * diffuseColor.rgb;
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// Calculate shadow
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float shadow = ShadowCalculation(FragPosLightSpace);
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// Final color combining ambient and shadowed diffuse components
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vec3 lighting = ambient + (1.0 - shadow) * diffuseColor.rgb;
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FragColor = vec4(lighting, diffuseColor.a);
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}
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