#version 150 //#extension GL_EXT_gpu_shader4 : enable in vec3 view_dir; in vec4 view_pos; uniform vec3 ambient; uniform sampler2D t0, t1, t2, t3, t4, t_pp; uniform sampler2D td; uniform int gid, lightsCount, shadow_on; uniform float z_near, z_far; uniform bool firstPass; uniform vec2 dt; uniform vec4 back_color; uniform mat4 mat_proji, mat_view, mat_viewi, mat_viewproji; float light_diffuse(int model, vec3 l, vec3 n) {return max(0., dot(l, n));} float light_specular(int model, vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {return max(0., pow(dot(n, h), shininess));} vec4 pos, lpos, shp; vec3 li, si, ldir, halfV, bn, bn2, lwdir; vec3 vds, vds2; float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow; float getShadow(int light, vec3 view_pos, vec3 dpos) { shp = qgl_Light[light].shadowMatrix * vec4(view_pos + dpos, 1); shp.z -= z_near / 20.; return textureProj(qgl_Light[light].shadow, shp); } void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) { lpos = qgl_Light[index].position; ldir = lpos.xyz - (pos.xyz * lpos.w); ldist = length(ldir); ldir = normalize(ldir); halfV = normalize(ldir + v); NdotL = max(dot(n, ldir), 0.); NdotH = max(dot(n, halfV), 0.); spot = step(0., NdotL) * qgl_Light[index].intensity; if (NdotL > 0.) { if (qgl_Light[index].endAngle <= 90.) { float scos = max(dot(-ldir, qgl_Light[index].direction.xyz), 0.); spot *= scos * step(qgl_Light[index].endAngleCos, scos); spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos); lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz; //bn = normalize(cross(lwdir, vec3(1, 0, 0))); //bn2 = normalize(cross(lwdir, bn)); float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02); //spot *= clamp(1. - sdist, 0, 1); vds = ds * bn.xyz; vds2 = ds * bn2.xyz; float shadow = getShadow(index, pos.xyz, vec3(0)) * 3. + getShadow(index, pos.xyz, vds ) * 2. + getShadow(index, pos.xyz, - vds ) * 2. + getShadow(index, pos.xyz, - vds2 ) * 2. + getShadow(index, pos.xyz, + vds2 ) * 2. + getShadow(index, pos.xyz, vds - vds2 ) * 1.5 + getShadow(index, pos.xyz, vds + vds2 ) * 1.5 + getShadow(index, pos.xyz, - vds - vds2 ) * 1.5 + getShadow(index, pos.xyz, - vds + vds2 ) * 1.5 + getShadow(index, pos.xyz, vds + vds ) + getShadow(index, pos.xyz, - vds - vds ) + getShadow(index, pos.xyz, - vds2 - vds2) + getShadow(index, pos.xyz, + vds2 + vds2) + getShadow(index, pos.xyz, vds + vds - vds2 ) + getShadow(index, pos.xyz, - vds - vds - vds2 ) + getShadow(index, pos.xyz, vds + vds + vds2 ) + getShadow(index, pos.xyz, - vds - vds + vds2 ) + getShadow(index, pos.xyz, vds - vds2 - vds2) + getShadow(index, pos.xyz, vds + vds2 + vds2) + getShadow(index, pos.xyz, - vds - vds2 - vds2) + getShadow(index, pos.xyz, - vds + vds2 + vds2); spot *= mix(1., shadow / 29., shadow_on); } spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation)); ///li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n); //si += spot * qgl_Light[index].color.rgb * sh_mul * light_specular(0, ldir, n, halfV, v, sh_pow); float NdotLs = NdotL*NdotL; float NdotHs = NdotH*NdotH; float ndlc = (1. - NdotLs) / NdotLs; float der = NdotLs * (sh_mul + ndlc); diff = 2. / (1. + sqrt(1. + (1. - sh_mul) * ndlc)); li += spot * qgl_Light[index].color.rgb * diff;// * light_diffuse(0, ldir, n); ndlc = (1. - NdotHs) / NdotHs; der = NdotHs * (sh_mul + ndlc); si += spot * qgl_Light[index].color.rgb * (sh_mul / (der*der) / 3.1416); } } const float _pe = 2.4e-7; void main(void) { //if (d == 1.) discard; ivec2 tc = ivec2(gl_FragCoord.xy); float z = texelFetch(td, tc, 0).r; if (z == 1.) { qgl_FragData[0] = back_color; return; } vec4 v0 = texelFetch(t0, tc, 0), v1 = texelFetch(t1, tc, 0), v2 = texelFetch(t2, tc, 0), v3 = texelFetch(t3, tc, 0), v4 = texelFetch(t4, tc, 0); z = z + z - 1; z = ((_pe - 2.) * z_near) / (z + _pe - 1.); // infinite depth vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1); vec3 dc = v0.rgb, n = v1.xyz; bn = normalize(vec3(v3.w, v4.zw)); bn2 = normalize(cross(n, bn)); float height = v2.w; li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity; si = vec3(0.); /*float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far); pos = vec4(sp, 0., 1) * mat_proji; pos.xy *= v0.z; pos.z = posz;*/ pos.w = 1; pos.xyz = view_dir * z; pos.z = -pos.z; //pos.z = posz; //pos.xyz += n * height; //pos.xyz = v3.xyz; //pos = v3; //pos = vec4(sp, 0, 1.) * mat_proji; //pos *= v0.w; //pos.z += 1; //pos.xy *= 10.; //pos.z = v0.w; vec3 v = normalize(-pos.xyz); float reflectivity = 0.; float specularity = modf(v1.w, reflectivity); sh_pow = 1. / max((1. - specularity), 0.0001); sh_mul = max(1. - specularity, 0.0001); for (int i = 0; i < 8; ++i) calcLight(i, n, v, v2); // calcLight(0, n, v, v2); qgl_FragData[0] = vec4(max(vec3(0), li * dc + si * v2.rgb + v3.rgb + texelFetch(t_pp, tc, 0).rgb), v0.w); //qgl_FragData[0].rgb = vec3(-z); //qgl_FragData[0].rgb = li + vec3(texelFetch(t_pp, tc, 0).xyz); //shd = shd - shp.w; /*vec3 fp = pos.xyz;// * lpos.w; vec3 _dlp = fp - qgl_Light[0].position.xyz; vec3 _ld = qgl_Light[0].direction.xyz; float lz = dot(_ld, _dlp); vec3 _lt = normalize(cross(_ld, _dlp)); vec3 _lt2 = normalize(cross(_lt, _dlp)); float ly = dot(qgl_Light[0].shadowDir0.xyz, normalize(_dlp)); float lx = dot(qgl_Light[0].shadowDir1.xyz, normalize(_dlp)); vec3 dd = mat3(mat_viewi)*(normalize(_dlp) - _ld); //qgl_FragData[0].rgb = vec3(abs(shp.xy/shp.w)/1,0); float Y = dot(_dlp, qgl_Light[0].shadowDir0.xyz) / length(qgl_Light[0].shadowDir0.xyz); float X = dot(_dlp, qgl_Light[0].shadowDir1.xyz) / length(qgl_Light[0].shadowDir1.xyz); qgl_FragData[0].rgb = vec3(abs((mat3(mat_viewi)*_dlp).x)/100);*/ //qgl_FragData[0].rgb = vec3(abs(mat3(mat_viewi)* qgl_Light[0].direction.xyz)); //qgl_FragData[0].rgb = vec3(texture(qgl_Light[0].shadow,shp.xyz/shp.w)/2); //qgl_FragData[0].a = 0.; }