286 lines
7.8 KiB
GLSL
286 lines
7.8 KiB
GLSL
#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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#define LIGHT_SPOT 2
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/********************Entrant********************/
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in mat3 vLightToWorld;
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in vec3 vNormal;
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in vec2 vTexCoord;
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in vec3 vWorldPos;
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/********************Sortant********************/
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out vec4 RenderTarget0;
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out vec4 RenderTarget1;
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out vec4 RenderTarget2;
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/********************Uniformes********************/
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struct Light
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{
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int type;
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vec4 color;
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vec2 factors;
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vec4 parameters1;
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vec4 parameters2;
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vec2 parameters3;
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};
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uniform vec3 EyePosition;
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uniform Light Lights[3];
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uniform sampler2D MaterialAlphaMap;
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uniform float MaterialAlphaThreshold;
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uniform vec4 MaterialAmbient;
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uniform vec4 MaterialDiffuse;
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uniform sampler2D MaterialDiffuseMap;
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uniform sampler2D MaterialEmissiveMap;
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uniform sampler2D MaterialNormalMap;
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uniform float MaterialShininess;
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uniform vec4 MaterialSpecular;
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uniform sampler2D MaterialSpecularMap;
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uniform vec4 SceneAmbient;
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/********************Fonctions********************/
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void main()
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{
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vec4 diffuseColor = MaterialDiffuse;
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#if DIFFUSE_MAPPING
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diffuseColor *= texture(MaterialDiffuseMap, vTexCoord);
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#endif
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#if FLAG_DEFERRED
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#if ALPHA_TEST
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#if ALPHA_MAPPING // Inutile de faire de l'alpha-mapping sans alpha-test en Deferred (l'alpha n'est pas sauvegardé)
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diffuseColor.a *= texture(MaterialAlphaMap, vTexCoord).r;
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#endif
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if (diffuseColor.a < MaterialAlphaThreshold)
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discard;
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#endif // ALPHA_TEST
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#if LIGHTING
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#if NORMAL_MAPPING
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vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, vTexCoord)) - 1.0));
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#else
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vec3 normal = normalize(vNormal);
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#endif // NORMAL_MAPPING
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vec3 specularColor = MaterialSpecular.rgb;
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#if SPECULAR_MAPPING
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specularColor *= texture(MaterialSpecularMap, vTexCoord).rgb;
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#endif
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/*
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Texture0: Diffuse Color + Flags
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Texture1: Normal map + Empty
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Texture2: Specular color + Shininess
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Texture3: Depth texture
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*/
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RenderTarget0 = vec4(diffuseColor.rgb, 1.0);
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RenderTarget1 = vec4(normal*0.5 + 0.5, 0.0);
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RenderTarget2 = vec4(specularColor, MaterialShininess);
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#else // LIGHTING
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RenderTarget0 = vec4(diffuseColor.rgb, 0.0);
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#endif
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#else // FLAG_DEFERRED
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#if ALPHA_MAPPING
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diffuseColor.a *= texture(MaterialAlphaMap, vTexCoord).r;
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#endif
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#if ALPHA_TEST
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if (diffuseColor.a < MaterialAlphaThreshold)
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discard;
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#endif
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#if LIGHTING
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vec3 lightAmbient = vec3(0.0);
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vec3 lightDiffuse = vec3(0.0);
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vec3 lightSpecular = vec3(0.0);
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#if NORMAL_MAPPING
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vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, vTexCoord)) - 1.0));
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#else
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vec3 normal = normalize(vNormal);
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#endif
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if (MaterialShininess > 0.0)
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{
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vec3 eyeVec = normalize(EyePosition - vWorldPos);
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for (int i = 0; i < 3; ++i)
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{
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switch (Lights[i].type)
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{
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case LIGHT_DIRECTIONAL:
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{
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vec3 lightDir = -Lights[i].parameters1.xyz;
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// Ambient
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lightAmbient += Lights[i].color.rgb * Lights[i].factors.x;
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
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// Specular
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vec3 reflection = reflect(-lightDir, normal);
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float specularFactor = max(dot(reflection, eyeVec), 0.0);
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specularFactor = pow(specularFactor, MaterialShininess);
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lightSpecular += specularFactor * Lights[i].color.rgb;
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break;
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}
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case LIGHT_POINT:
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{
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vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
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float lightDirLength = length(lightDir);
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lightDir /= lightDirLength; // Normalisation
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
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// Ambient
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
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// Specular
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vec3 reflection = reflect(-lightDir, normal);
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float specularFactor = max(dot(reflection, eyeVec), 0.0);
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specularFactor = pow(specularFactor, MaterialShininess);
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lightSpecular += att * specularFactor * Lights[i].color.rgb;
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break;
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}
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case LIGHT_SPOT:
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{
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vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
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float lightDirLength = length(lightDir);
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lightDir /= lightDirLength; // Normalisation
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
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// Ambient
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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// Modification de l'atténuation pour gérer le spot
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float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
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float outerAngle = Lights[i].parameters3.y;
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float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
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att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
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lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
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// Specular
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vec3 reflection = reflect(-lightDir, normal);
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float specularFactor = max(dot(reflection, eyeVec), 0.0);
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specularFactor = pow(specularFactor, MaterialShininess);
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lightSpecular += att * specularFactor * Lights[i].color.rgb;
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break;
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}
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default:
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break;
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}
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}
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}
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else
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{
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for (int i = 0; i < 3; ++i)
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{
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switch (Lights[i].type)
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{
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case LIGHT_DIRECTIONAL:
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{
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vec3 lightDir = normalize(-Lights[i].parameters1.xyz);
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// Ambient
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lightAmbient += Lights[i].color.rgb * Lights[i].factors.x;
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y;
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break;
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}
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case LIGHT_POINT:
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{
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vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
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float lightDirLength = length(lightDir);
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lightDir /= lightDirLength; // Normalisation
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
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// Ambient
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
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break;
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}
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case LIGHT_SPOT:
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{
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vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;
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float lightDirLength = length(lightDir);
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lightDir /= lightDirLength; // Normalisation
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
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// Ambient
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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// Modification de l'atténuation pour gérer le spot
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float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
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float outerAngle = Lights[i].parameters3.y;
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float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
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att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
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lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
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}
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default:
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break;
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}
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}
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}
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lightAmbient = (lightAmbient + SceneAmbient.rgb)*MaterialAmbient.rgb;
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lightSpecular *= MaterialSpecular.rgb;
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#if SPECULAR_MAPPING
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lightSpecular *= texture(MaterialSpecularMap, vTexCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
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#endif
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vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
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vec4 fragmentColor = vec4(lightColor, 1.0) * diffuseColor;
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#if EMISSIVE_MAPPING
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float lightIntensity = dot(lightColor, vec3(0.3, 0.59, 0.11));
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vec3 emissionColor = MaterialDiffuse.rgb * texture(MaterialEmissiveMap, vTexCoord).rgb;
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RenderTarget0 = vec4(mix(fragmentColor.rgb, emissionColor, clamp(1.0 - 3.0*lightIntensity, 0.0, 1.0)), fragmentColor.a);
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#else
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RenderTarget0 = fragmentColor;
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#endif // EMISSIVE_MAPPING
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#else
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RenderTarget0 = diffuseColor;
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#endif // LIGHTING
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#endif // FLAG_DEFERRED
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}
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