love-demo/pixel_color.glsl

89 lines
2.5 KiB
GLSL

#pragma language glsl3
varying vec4 PixelNormal;
varying vec4 PixelTexture;
varying vec4 PixelWorldPosition;
varying vec4 PixelLightPosition;
uniform vec4 emission_color;
uniform vec4 ambient_color;
uniform vec4 diffuse_color;
uniform vec4 specular_color;
uniform float shininess;
uniform sampler2D emission_sampler;
uniform sampler2D ambient_sampler;
uniform sampler2D diffuse_sampler;
uniform sampler2D specular_sampler;
uniform sampler2D shadow_sampler;
uniform vec4 view_position;
uniform vec4 light_position;
uniform ivec4 texture_channel;
layout (location = 0) out vec4 g_color;
layout (location = 1) out vec4 g_position;
layout (location = 2) out vec4 g_normal;
float Shadow(vec3 normal, vec3 light_direction)
{
vec3 projected = PixelLightPosition.xyz / PixelLightPosition.w;
projected = projected * vec3(0.5, -0.5, 0.5) + 0.5;
float shadow_depth = texture(shadow_sampler, projected.xy).x;
float fragment_depth = projected.z;
float bias = max(0.05 * (1.0 - dot(normal, light_direction)), 0.005);
return fragment_depth - bias > shadow_depth ? 0.3 : 1.0;
//return shadow_depth;
}
void pixelmain()
{
vec3 normal = normalize(PixelNormal.xyz);
vec3 view_direction = normalize(view_position.xyz - PixelWorldPosition.xyz);
vec3 light_direction = normalize(light_position.xyz - PixelWorldPosition.xyz);
vec3 reflect_light_direction = reflect(-light_direction, normal);
vec4 emission;
vec4 ambient;
vec4 diffuse;
vec4 specular;
if (texture_channel.x >= 0) { // emission
emission = texture(emission_sampler, PixelTexture.xy);
} else {
emission = emission_color;
}
if (texture_channel.y >= 0) { // ambient
ambient = texture(ambient_sampler, PixelTexture.xy);
} else {
ambient = ambient_color;
}
if (texture_channel.z >= 0) { // diffuse
diffuse = texture(diffuse_sampler, PixelTexture.xy);
} else {
diffuse = diffuse_color;
}
if (texture_channel.w >= 0) { // specular
specular = texture(specular_sampler, PixelTexture.xy);
} else {
specular = specular_color;
}
float diffuse_intensity = max(dot(normal, light_direction), 0.0);
float specular_intensity = pow(max(dot(view_direction, reflect_light_direction), 0.0), shininess);
vec3 color = emission.xyz * 0;
color += ambient.xyz * 0.05;
color += diffuse.xyz * diffuse_intensity;
color += specular.xyz * specular_intensity * 0.3;
color *= Shadow(normal, light_direction);
g_color = vec4(color, 1.0);
//float s = Shadow();
//g_color = vec4(s, s, s, 1.0);
g_position = vec4(PixelWorldPosition.xyz, 1.0);
g_normal = vec4(normal, 0.0);
}