mirror of
https://github.com/OpenSpace/OpenSpace.git
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130 lines
5.2 KiB
GLSL
130 lines
5.2 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2017 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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const uint numberOfShadows = 1;
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struct ShadowRenderingStruct {
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float xu, xp;
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float rs, rc;
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vec3 sourceCasterVec;
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vec3 casterPositionVec;
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bool isShadowing;
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};
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uniform ShadowRenderingStruct shadowDataArray[numberOfShadows];
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uniform vec4 campos;
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uniform vec4 objpos;
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uniform vec3 sun_pos;
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uniform bool _performShading = true;
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uniform float transparency;
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uniform int shadows;
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uniform float time;
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uniform sampler2D texture1;
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in vec2 vs_st;
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in vec4 vs_normal;
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in vec4 vs_position;
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in vec4 vs_posWorld;
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#include "PowerScaling/powerScaling_fs.hglsl"
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#include "fragment.glsl"
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vec4 butterworthFunc(const float d, const float r, const float n) {
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return vec4(vec3(sqrt(r/(r + pow(d, 2*n)))), 1.0);
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}
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vec4 calcShadow(const ShadowRenderingStruct shadowInfoArray[numberOfShadows], const vec3 position) {
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if (shadowInfoArray[0].isShadowing) {
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vec3 pc = shadowInfoArray[0].casterPositionVec - position;
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vec3 sc_norm = normalize(shadowInfoArray[0].sourceCasterVec); // we can pass this normalized to the shader
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vec3 pc_proj = dot(pc, sc_norm) * sc_norm;
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vec3 d = pc - pc_proj;
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float length_d = length(d);
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float length_pc_proj = length(pc_proj);
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float r_p_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xp) / shadowInfoArray[0].xp;
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//float r_u_pi = shadowInfoArray[0].rc * (length_pc_proj + shadowInfoArray[0].xu) / shadowInfoArray[0].xu;
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float r_u_pi = shadowInfoArray[0].rc * (shadowInfoArray[0].xu - length_pc_proj) / shadowInfoArray[0].xu;
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if ( length_d < r_u_pi ) { // umbra
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//return vec4(0.0, 0.0, 0.0, 1.0);
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//return vec4(1.0, 0.0, 0.0, 1.0);
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return butterworthFunc(length_d, r_u_pi, 4.0);
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}
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else if ( length_d < r_p_pi ) {// penumbra
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//return vec4(0.5, 0.5, 0.5, 1.0);
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//return vec4(0.0, 1.0, 0.0, 1.0);
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return vec4(vec3(length_d/r_p_pi), 1.0);
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}
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}
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return vec4(1.0);
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}
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Fragment getFragment() {
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vec4 position = vs_position;
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float depth = pscDepth(position);
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vec4 diffuse = texture(texture1, vs_st);
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Fragment frag;
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if (_performShading) {
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// directional lighting
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vec3 origin = vec3(0.0);
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vec4 spec = vec4(0.0);
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vec3 n = normalize(vs_normal.xyz);
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//vec3 e = normalize(camdir);
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vec3 l_pos = vec3(sun_pos); // sun.
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vec3 l_dir = normalize(l_pos-objpos.xyz);
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float intensity = min(max(5*dot(n,l_dir), 0.0), 1);
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float darkSide = min(max(5*dot(n,-l_dir), 0.0), 1);
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float shine = 0.0001;
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vec4 specular = vec4(0.5);
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vec4 ambient = vec4(0.0,0.0,0.0,transparency);
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vec4 daytex = max(intensity * diffuse, ambient);
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//vec4 mixtex = mix(diffuse, diffuse2, (1+dot(n,-l_dir))/2);
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//diffuse = (daytex*2 + mixtex)/3;
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diffuse = daytex;
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diffuse *= calcShadow(shadowDataArray, vs_posWorld.xyz);
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}
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diffuse[3] = transparency;
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frag.color = diffuse;
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frag.depth = depth;
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return frag;
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}
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