NazaraEngine/src/Nazara/Graphics/Resources/DeferredShading/Shaders/DirectionalLight.frag

77 lines
2.0 KiB
GLSL

#version 140
out vec4 RenderTarget0;
uniform vec3 EyePosition;
uniform vec4 LightColor;
uniform vec2 LightFactors;
uniform vec4 LightDirection;
uniform sampler2D GBuffer0;
uniform sampler2D GBuffer1;
uniform sampler2D GBuffer2;
uniform sampler2D DepthBuffer;
uniform mat4 InvViewProjMatrix;
uniform vec2 InvTargetSize;
uniform vec4 SceneAmbient;
#define kPI 3.1415926536
vec3 DecodeNormal(in vec4 encodedNormal)
{
//return encodedNormal.xyz*2.0 - 1.0;
float a = encodedNormal.x * kPI;
vec2 scth = vec2(sin(a), cos(a));
vec2 scphi = vec2(sqrt(1.0 - encodedNormal.y*encodedNormal.y), encodedNormal.y);
return vec3(scth.y*scphi.x, scth.x*scphi.x, scphi.y);
}
void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec4 gVec0 = textureLod(GBuffer0, texCoord, 0.0);
vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);
vec3 diffuseColor = gVec0.xyz;
vec3 normal = DecodeNormal(gVec1);
float specularMultiplier = gVec0.w;
float depth = textureLod(DepthBuffer, texCoord, 0.0).r;
float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
vec3 lightDir = -LightDirection.xyz;
// Ambient
vec3 lightAmbient = LightColor.rgb * LightFactors.x * (vec3(1.0) + SceneAmbient.rgb);
// Diffuse
float lambert = max(dot(normal, lightDir), 0.0);
vec3 lightDiffuse = lambert * LightColor.rgb * LightFactors.y;
// Specular
vec3 lightSpecular;
if (shininess > 0.0)
{
vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth*2.0 - 1.0);
vec4 worldPos = InvViewProjMatrix * vec4(viewSpace, 1.0);
worldPos.xyz /= worldPos.w;
vec3 eyeVec = normalize(EyePosition - worldPos.xyz);
vec3 reflection = reflect(-lightDir, normal);
float specularFactor = max(dot(reflection, eyeVec), 0.0);
specularFactor = pow(specularFactor, shininess);
lightSpecular = specularFactor * LightColor.rgb * specularMultiplier;
}
else
lightSpecular = vec3(0.0);
vec3 fragmentColor = diffuseColor * (lightAmbient + lightDiffuse + lightSpecular);
RenderTarget0 = vec4(fragmentColor, 1.0);
}