/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014-2019 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #include "PowerScaling/powerScaling_fs.hglsl" #include "fragment.glsl" in vec2 vs_st; in vec2 vs_nightTex; in vec4 vs_normal; in vec4 vs_position; in vec4 vs_posWorld; in vec4 vs_gPosition; in vec3 vs_gNormal; const uint numberOfShadows = 1; struct ShadowRenderingStruct { float xu, xp; float rs, rc; vec3 sourceCasterVec; vec3 casterPositionVec; bool isShadowing; }; uniform ShadowRenderingStruct shadowDataArray[numberOfShadows]; uniform vec4 campos; uniform vec4 objpos; uniform vec3 sun_pos; uniform bool _performShading = true; uniform float transparency; uniform int shadows; uniform float time; uniform sampler2D texture1; uniform sampler2D nightTex; vec4 butterworthFunc(const float d, const float r, const float n) { return vec4(vec3(sqrt(r/(r + pow(d, 2*n)))), 1.0); } vec4 calcShadow(ShadowRenderingStruct shadowInfoArray[numberOfShadows], vec3 position) { if (shadowInfoArray[0].isShadowing) { vec3 pc = shadowInfoArray[0].casterPositionVec - position; // we can pass this normalized to the shader vec3 sc_norm = normalize(shadowInfoArray[0].sourceCasterVec); vec3 pc_proj = dot(pc, sc_norm) * sc_norm; vec3 d = pc - pc_proj; float length_d = length(d); float length_pc_proj = length(pc_proj); float r_p_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xp) / shadowInfoArray[0].xp; //float r_u_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xu) / shadowInfoArray[0].xu; float r_u_pi = shadowInfoArray[0].rc * (shadowInfoArray[0].xu - length_pc_proj) / shadowInfoArray[0].xu; if ( length_d < r_u_pi ) { // umbra //return vec4(0.0, 0.0, 0.0, 1.0); //return vec4(1.0, 0.0, 0.0, 1.0); return butterworthFunc(length_d, r_u_pi, 4.0); } else if ( length_d < r_p_pi ) {// penumbra //return vec4(0.5, 0.5, 0.5, 1.0); //return vec4(0.0, 1.0, 0.0, 1.0); return vec4(vec3(length_d/r_p_pi), 1.0); } } return vec4(1.0); } Fragment getFragment() { vec4 position = vs_position; float depth = pscDepth(position); vec4 diffuse = texture(texture1, vs_st); vec4 diffuse2 = texture(nightTex, vs_st); Fragment frag; if (_performShading) { vec3 n = normalize(vs_normal.xyz); vec3 l_pos = vec3(sun_pos); // sun. vec3 l_dir = normalize(l_pos - objpos.xyz); float intensity = min(max(5.0 * dot(n, l_dir), 0.0), 1.0); float darkSide = min(max(5.0 * dot(n, -l_dir), 0.0), 1.0); vec4 ambient = vec4(0.0, 0.0, 0.0, transparency); vec4 daytex = max(intensity * diffuse, ambient); vec4 mixtex = mix(diffuse, diffuse2, (1.0 + dot(n, -l_dir)) / 2.0); diffuse = ((daytex*2 + mixtex) / 3) * calcShadow(shadowDataArray, vs_posWorld.xyz); } frag.color = vec4(diffuse.rgb, transparency); frag.depth = depth; frag.gPosition = vs_gPosition; frag.gNormal = vec4(vs_gNormal, 1.0); return frag; }