#version 410 layout(location = 0) in vec3 colorin; layout(location = 1) in vec3 normal; layout(location = 2) in vec3 pos; layout(location = 3) in vec4 lightviewpos[3]; layout(location = 8) in vec2 UV; uniform int numLights; uniform sampler2D ShadowMaps[3]; uniform vec3 lightpos[3]; uniform vec3 lightColor[3]; layout(location = 0) out vec4 colorOut; layout(location = 1) out float depth; const float ambientFactor = 0.25; const float diffuseFactor = 0.5; const float specFactor = 1.0; const float shininess = 16.0; const float screenGamma = 2.2; const float pitl = 2*3.14159265359 / 16.0; const float circlelength = 100000.0; bool isVisible(int i, vec2 offs, float lambertian) { // float bias = 0.005*tan(acos(lambertian)); // bias = clamp(bias,0.0,0.01);//*tan(acos(dot(normal,-normalize(lightpos[i] - pos.xyz)))); // return !(texture(ShadowMaps[i],lightviewpos[i].xy + offs).x < (lightviewpos[i].z - bias)); vec2 size = textureSize(ShadowMaps[i], 0); float bias = (1.0 / (10.0 * max(size.x, size.y)))*sin(acos(lambertian)); // bias = 0.0001*(1.0 - lambertian); // bias = max(bias, 0.001); return !((texture(ShadowMaps[i],lightviewpos[i].xy + offs).x) < (lightviewpos[i].z - bias)); } void main() { vec3 colorLinear = ambientFactor * colorin; for(int i = 0; i < numLights; i++){ vec3 lightDir = -normalize(lightpos[i] - pos.xyz); float lambertian = dot(normalize(normal),lightDir); float cosTheta = clamp(dot(normalize(normal),-lightDir), 0.0, 1.0); float specular = 0; vec3 viewDir = normalize(-pos.xyz); vec3 halfDir = normalize(lightDir + viewDir); float specAngle = max(dot(halfDir, normalize(normal)), 0.0); specular = int(lambertian > 0)*pow(specAngle, shininess); //int visible = int(!(texture(ShadowMaps,lightpos[i].xy/2 + vec2(0.5,0.5)).z < (lightpos[i].z))); float visible = 0; int count = 0; vec2 texelSize = 1.0 / textureSize(ShadowMaps[i], 0); for(int x = -2; x <= 2; x++){ for(int y = -2; y <= 2; y++){ vec2 offs = vec2(x, y) * texelSize; visible += float(int(isVisible(i, offs, lambertian))) * 1.0/25.0; } } bool condition = visible >= (1.0/5.0); visible = float(condition) * 1.0 + float(!condition) * visible; colorLinear += (visible * 0.5 + 0.0) *(lambertian * diffuseFactor * colorin * lightColor[i] + specular * specFactor*colorin) * (200.0/(length(lightpos[i] - pos.xyz) * length(lightpos[i] - pos.xyz))); } vec3 colorGammaCorrected = colorLinear;//pow(colorLinear, vec3(1.0/screenGamma)); colorOut = vec4(colorGammaCorrected,1.0); depth = gl_FragCoord.z; }