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working on the spot light shader
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56925cee00
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3 changed files with 67 additions and 24 deletions
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@ -52,6 +52,9 @@ float getLightSquareRadius(Light l) {
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return l._attenuation.w * l._attenuation.w;
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}
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float getLightAttenuationCutoff(Light l) {
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return l._attenuation.z;
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}
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<@if GLPROFILE == PC_GL@>
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uniform lightBuffer {
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@ -18,46 +18,44 @@
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// Everything about light
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<@include Light.slh@>
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// The view Matrix
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uniform mat4 invViewMat;
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void main(void) {
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// get the depth and exit early if it doesn't pass the test
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vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
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DeferredFragment frag = unpackDeferredFragment(texCoord);
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// Kill if in front of the light volume
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float depth = frag.depthVal;
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if (depth < gl_FragCoord.z) {
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discard;
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}
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vec4 wPos;
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wPos = invViewMat * frag.position;
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// Need the light now
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Light light = getLight();
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// Make the Light vector going from fragment to light center in world space
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vec4 wPos;
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wPos = invViewMat * frag.position;
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vec3 lightVector = getLightPosition(light) - wPos.xyz;
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// Kill if too far from the light center
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if (dot(lightVector, lightVector) > getLightSquareRadius(light)) {
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discard;
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}
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// Allright we re valid in the volume
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float lightDistance = length(lightVector);
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vec3 lightDir = lightVector / lightDistance;
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vec4 wNor = invViewMat * vec4(frag.normal, 0.0);
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gl_FragColor = vec4(wNor.xyz, 0.0);
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/*
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float lightAttenuation = evalLightAttenuation(light, lightDistance);
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vec3 lightDir = lightVector / lightDistance;
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vec4 wNor = invViewMat * vec4(frag.normal, 0.0);
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vec4 wEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
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vec3 eyeDir = normalize(wEyeVector.xyz);
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vec3 wHalfDir = normalize(eyeDir + lightDir);
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// Diffuse Lighting
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float diffuseDot = dot(wNor.xyz, lightDir);
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float facingLight = step(0.0, diffuseDot);
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@ -69,6 +67,10 @@ void main(void) {
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vec3 specularColor = pow(specularPower, frag.gloss * 128.0) * frag.specular;
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// add specular contribution
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gl_FragColor = vec4((diffuseColor + specularColor) * lightAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
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*/
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float ring = (lightAttenuation / (0.2 * getLightAttenuationCutoff(light))) - 1;
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if (ring < 1) {
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gl_FragColor = vec4(ring * ring * getLightColor(light), 0.0);
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} else {
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gl_FragColor = vec4((diffuseColor + specularColor) * lightAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
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}
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}
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@ -18,6 +18,7 @@
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// Everything about light
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<@include Light.slh@>
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// The view Matrix
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uniform mat4 invViewMat;
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void main(void) {
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@ -26,30 +27,67 @@ void main(void) {
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DeferredFragment frag = unpackDeferredFragment(texCoord);
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// Kill if in front of the light volume
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float depth = frag.depthVal;
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if (depth < gl_FragCoord.z) {
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discard;
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}
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vec4 wPos;
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wPos = invViewMat * frag.position;
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// Need the light now
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Light light = getLight();
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vec3 lightVector = getLightPosition(light) - wPos.xyz;
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// Make the Light vector going from fragment to light center in world space
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vec4 wPos;
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wPos = invViewMat * frag.position;
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vec3 lightVector = wPos.xyz - getLightPosition(light);
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// Kill if too far from the light center
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if (dot(lightVector, lightVector) > getLightSquareRadius(light)) {
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discard;
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}
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// Allright we re valid in the volume
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float lightDistance = length(lightVector);
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float lightAttenuation = evalLightAttenuation(light, lightDistance);
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vec3 lightDir = lightVector / lightDistance;
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gl_FragColor = vec4(getLightColor(light), 0.0);
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// Kill if not in the spot light (ah ah !)
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vec3 lightSpotDir = getLightDirection(light);
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// compute attenuation based on spot angle, distance, etc.
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float cosSpotAngle = max(-dot(lightDir, lightSpotDir), 0.0);
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if (cosSpotAngle < getLightSpotAngleCos(light)) {
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discard;
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// discard;
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gl_FragColor = vec4(vec3(1.0, 0.0, 0.0), 0.0);
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}
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/*
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vec4 wNor = invViewMat * vec4(frag.normal, 0.0);
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vec4 wEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
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vec3 eyeDir = normalize(wEyeVector.xyz);
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vec3 wHalfDir = normalize(eyeDir + lightDir);
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// Diffuse Lighting
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float diffuseDot = dot(wNor.xyz, lightDir);
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float facingLight = step(0.0, diffuseDot);
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vec3 diffuseColor = frag.diffuse * diffuseDot * facingLight;
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// compute the specular multiplier (sans exponent)
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float specularPower = facingLight * max(0.0,
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dot(eyeDir, wHalfDir));
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vec3 specularColor = pow(specularPower, frag.gloss * 128.0) * frag.specular;
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// add specular contribution
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/* float ring = (lightAttenuation / (0.2 * getLightAttenuationCutoff(light))) - 1;
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if (ring < 1) {
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gl_FragColor = vec4(ring * ring * getLightColor(light), 0.0);
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} else {
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gl_FragColor = vec4((diffuseColor + specularColor) * lightAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
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}*/
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}
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/*
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float attenuation = step(lightDistance, radius) * step(gl_LightSource[1].spotCosCutoff, cosSpotAngle) *
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pow(cosSpotAngle, gl_LightSource[1].spotExponent) / dot(vec3(gl_LightSource[1].constantAttenuation,
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@ -77,9 +115,9 @@ void main(void) {
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// add specular contribution
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gl_FragColor = vec4((diffuseColor + specularColor) * lightAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
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*/
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gl_FragColor = vec4(frag.normal, 0.0);
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// gl_FragColor = vec4(frag.normal, 0.0);
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}
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//}
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/*
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// the radius (hard cutoff) of the light effect
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uniform float radius;
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@ -130,4 +168,4 @@ void main(void) {
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gl_FragColor = vec4(frag.normal, 0.0);
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}
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*/
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*/
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