diff options
Diffstat (limited to 'shaders/ts_frag.glsl')
| -rw-r--r-- | shaders/ts_frag.glsl | 51 |
1 files changed, 11 insertions, 40 deletions
diff --git a/shaders/ts_frag.glsl b/shaders/ts_frag.glsl index a0a8457..9362e2a 100644 --- a/shaders/ts_frag.glsl +++ b/shaders/ts_frag.glsl @@ -20,42 +20,7 @@ uniform float transmittanceScale; void main()
{
- if (renderState == 0) {
- FragColor = texture(irradianceTexture, UV);
- }
- else if (renderState == 1) {
- vec3 norm = normalize(Normal);
- vec3 lightDir = normalize(lightPos - FragPos);
-
- float diff = max(dot(norm, lightDir), 0.0);
- vec3 diffuse = diff * lightColor;
-
- float ambientStrength = 0.1;
- vec3 ambient = ambientStrength * lightColor;
-
- float specularStrength = 0.5;
- vec3 viewDir = normalize(viewPos - FragPos);
- vec3 reflectDir = reflect(-lightDir, norm);
- float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
- vec3 specular = specularStrength * spec * lightColor;
-
- vec3 result = (ambient + diffuse + specular) * objectColor;
-
- FragColor = vec4(result, 1.0);
- }
- else if (renderState == 2) {
- vec4 result = vec4(0, 0, 0, 1);
- for (int i = 0; i < 13; i++) {
- vec2 sampleCoords = UV + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight);
- //vec4 sample = texture(irradianceTexture, sampleCoords)
- // * texture(shadowmapTexture, sampleCoords);
- vec4 sample = texture(irradianceTexture, sampleCoords);
- vec4 weight = vec4(sampleWeights[i], 1);
- result += sample * weight;
- }
- FragColor = result;
- }
- else if (renderState == 3) {
+ // light the model
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
@@ -73,28 +38,34 @@ void main() vec3 result = vec3((ambient + diffuse + specular) * objectColor);
+ // sample irradiance as distance to light combined with angle to the light
+ // with a Gaussian kernel
vec3 result2 = vec3(0, 0, 0);
for (int i = 0; i < 13; i++) {
vec2 sampleCoords = UV + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight);
//vec4 sample = texture(irradianceTexture, sampleCoords)
// * texture(shadowmapTexture, sampleCoords);
- vec3 sample = vec3(texture(irradianceTexture, sampleCoords));
+ vec3 sample = vec3(texture(irradianceTexture, sampleCoords)) * diff;
vec3 weight = sampleWeights[i];
result2 += sample * weight;
}
+ // multiply to apply irradiance, sqrt to get values between 0 and 1
result = sqrt(result * result2);
+ // sample texture to get distance from light
vec4 t = texture(irradianceTexture, UV);
-
float BacksideIrradiance = t.r; //*100 + t.g + t.b/100;
-
+ // and calculate world pos
vec3 Backside = (lightPos + (normalize(FragPos - lightPos) * BacksideIrradiance));
+ // add translucency by amplifying color inverse to the thickness
+ // (1 - diff) is part of the irradiance term,
+ // if the light hits the object straight at 90°
+ // most light is received
float distanceToBackside = length(FragPos - Backside);
if (distanceToBackside != 0)
result += objectColor * exp(2 / pow(distanceToBackside, 0.6)) * transmittanceScale * (1 - diff);
FragColor = vec4(result, 1);
- }
}
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