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#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 normal;
out vec3 FragPos;
out vec3 LocalPos;
out vec3 Backside;
out float BacksideIrradiance;
out vec3 Normal;
uniform sampler2D shadowmapTexture;
uniform vec3 lightPos;
uniform vec2 samplePositions[13];
uniform vec3 sampleWeights[13];
uniform int screenWidth;
uniform int screenHeight;
uniform mat4 model;
uniform mat4 view;
uniform mat4 lightView;
uniform mat4 lightViewInv;
uniform mat4 projection;
uniform mat4 lightProjection;
vec4 blur(sampler2D tex, vec2 uv, vec2 res) {
float Pi = 6.28318530718; // Pi*2
// GAUSSIAN BLUR SETTINGS {{{
float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)
float Quality = 4.0; // BLUR QUALITY (Default 4.0 - More is better but slower)
float Size = 8.0; // BLUR SIZE (Radius)
// GAUSSIAN BLUR SETTINGS }}}
vec2 Radius = Size/res;
// Pixel colour
vec4 Color = texture(tex, uv);
// Blur calculations
for( float d=0.0; d<Pi; d+=Pi/Directions) {
for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {
Color += texture( tex, uv+vec2(cos(d),sin(d))*Radius*i);
}
}
// Output to screen
Color /= Quality * Directions - 15.0;
return Color;
}
void main()
{
gl_Position = projection * view * model * vec4(pos, 1.0);
FragPos = vec3(model * vec4(pos, 1));
LocalPos = pos;
Normal = normal;
vec4 lightSpace = lightProjection * lightView * model * vec4(pos, 1.0);
lightSpace = lightSpace / lightSpace.w;
vec2 shadowmapCoords = lightSpace.xy;
shadowmapCoords = vec2(
(shadowmapCoords.x * 0.99 + 1) / 2,
(shadowmapCoords.y * 0.99 + 1) / 2
);
// blur
vec4 t = texture(shadowmapTexture, shadowmapCoords);
//vec4 t = blur(shadowmapTexture, shadowmapCoords, vec2(screenWidth, screenHeight));
BacksideIrradiance = t.r + t.g*10 + t.b*100;
vec3 lightDir = (vec3(0, 0, 0) - lightPos);
Backside = (lightPos + (lightDir * BacksideIrradiance));
//Backside = texture(shadowmapTexture, shadowmapCoords).xyz*10;
}
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