Files
OpenSpace/modules/base/shaders/model_fs.glsl
Alexander Bock 4f4764209f Happy new year
2023-01-02 11:19:33 +01:00

163 lines
5.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2023 *
* *
* 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 "fragment.glsl"
in vec2 vs_st;
in vec3 vs_normalViewSpace;
in vec4 vs_positionCameraSpace;
in float vs_screenSpaceDepth;
in mat3 TBN;
uniform float ambientIntensity = 0.2;
uniform float diffuseIntensity = 1.0;
uniform float specularIntensity = 1.0;
uniform bool performShading = true;
uniform bool use_forced_color = false;
uniform bool has_texture_diffuse;
uniform bool has_texture_normal;
uniform bool has_texture_specular;
uniform bool has_color_specular;
uniform bool opacityBlending = false;
uniform sampler2D texture_diffuse;
uniform sampler2D texture_normal;
uniform sampler2D texture_specular;
uniform vec3 color_diffuse;
uniform vec3 color_specular;
uniform int nLightSources;
uniform vec3 lightDirectionsViewSpace[8];
uniform float lightIntensities[8];
uniform float opacity = 1.0;
Fragment getFragment() {
// Render invisible mesh with flashy procedural material
if (use_forced_color) {
Fragment frag;
vec3 adjustedPos = floor(vs_positionCameraSpace.xyz * 3.0);
float chessboard = adjustedPos.x + adjustedPos.y + adjustedPos.z;
chessboard = fract(chessboard * 0.5);
chessboard *= 2;
// Pink and complementary green in a chessboard pattern
frag.color.rgb = mix(vec3(1.0, 0.0, 0.8), vec3(0.0, 1.0, 0.2), chessboard);
frag.color.a = opacity;
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vs_positionCameraSpace;
frag.gNormal = vec4(vs_normalViewSpace, 0.0);
frag.disableLDR2HDR = true;
return frag;
}
vec3 diffuseAlbedo;
if (has_texture_diffuse) {
diffuseAlbedo = texture(texture_diffuse, vs_st).rgb;
}
else {
diffuseAlbedo = color_diffuse;
}
if (opacity == 0.0) {
discard;
}
Fragment frag;
if (performShading) {
vec3 specularAlbedo;
if (has_texture_specular) {
specularAlbedo = texture(texture_specular, vs_st).rgb;
}
else {
if (has_color_specular) {
specularAlbedo = color_specular;
}
else {
specularAlbedo = vec3(1.0);
}
}
// Some of these values could be passed in as uniforms
const vec3 lightColorAmbient = vec3(1.0);
const vec3 lightColor = vec3(1.0);
vec3 n;
if (has_texture_normal) {
vec3 normalAlbedo = texture(texture_normal, vs_st).rgb;
normalAlbedo = normalize(normalAlbedo * 2.0 - 1.0);
n = normalize(TBN * normalAlbedo);
}
else {
n = normalize(vs_normalViewSpace);
}
vec3 c = normalize(vs_positionCameraSpace.xyz);
vec3 color = ambientIntensity * lightColorAmbient * diffuseAlbedo;
for (int i = 0; i < nLightSources; ++i) {
vec3 l = lightDirectionsViewSpace[i];
vec3 r = reflect(l, n);
float diffuseCosineFactor = dot(n,l);
float specularCosineFactor = dot(c,r);
const float specularPower = 100.0;
vec3 diffuseColor =
diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0);
vec3 specularColor =
specularIntensity * lightColor * specularAlbedo *
pow(max(specularCosineFactor, 0), specularPower);
color += lightIntensities[i] * (diffuseColor + specularColor);
}
frag.color.rgb = color;
}
else {
frag.color.rgb = diffuseAlbedo;
}
if (opacityBlending) {
// frag.color.a = opacity * (frag.color.r + frag.color.g + frag.color.b)/3.0;
frag.color.a = opacity * max(max(frag.color.r, frag.color.g), frag.color.b);
}
else {
frag.color.a = opacity;
}
if (frag.color.a < 0.1) {
discard;
}
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vs_positionCameraSpace;
frag.gNormal = vec4(vs_normalViewSpace, 0.0);
frag.disableLDR2HDR = true;
return frag;
}