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64 lines
2.3 KiB
Text
64 lines
2.3 KiB
Text
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// directional_ambient_light_shadow.frag
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// fragment shader
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//
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// Created by Zach Pomerantz on 1/18/2016.
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include Shadow.slh@>
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<@include DeferredBufferRead.slh@>
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<@include DeferredGlobalLight.slh@>
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<@include render-utils/ShaderConstants.h@>
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<$declareEvalLightmappedColor()$>
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<$declareEvalAmbientSphereGlobalColor(isScattering)$>
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) in vec4 _texCoord01;
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#define _texCoord0 _texCoord01.xy
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#define _texCoord1 _texCoord01.zw
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layout(location=0) out vec4 _fragColor;
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void main(void) {
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DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
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DeferredFragment frag = unpackDeferredFragment(deferredTransform, _texCoord0);
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vec4 viewPos = vec4(frag.position.xyz, 1.0);
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vec4 worldPos = getViewInverse() * viewPos;
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Light shadowLight = getKeyLight();
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vec3 worldLightDirection = getLightDirection(shadowLight);
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float shadowAttenuation = evalShadowAttenuation(worldLightDirection, worldPos, -viewPos.z, frag.normal);
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if (frag.mode == FRAG_MODE_UNLIT || frag.mode == FRAG_MODE_LIGHTMAPPED) {
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discard;
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} else {
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vec4 midNormalCurvature = vec4(0);
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vec4 lowNormalCurvature = vec4(0);
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unpackMidLowNormalCurvature(_texCoord0, midNormalCurvature, lowNormalCurvature);
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float check = float(frag.mode == FRAG_MODE_SCATTERING);
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midNormalCurvature = check * midNormalCurvature;
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lowNormalCurvature = check * lowNormalCurvature;
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vec3 color = evalAmbientSphereGlobalColor(
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getViewInverse(),
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shadowAttenuation,
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frag.obscurance,
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frag.position.xyz,
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frag.normal,
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frag.albedo,
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frag.fresnel,
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frag.metallic,
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frag.roughness,
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frag.scattering,
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midNormalCurvature,
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lowNormalCurvature);
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_fragColor = vec4(color, 1.0);
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}
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}
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