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Code re-work: shadow mapping.
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@@ -0,0 +1,56 @@
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#version 330 core
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out vec4 FragColor;
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in VS_OUT {
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vec3 FragPos;
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vec3 Normal;
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vec2 TexCoords;
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vec4 FragPosLightSpace;
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} fs_in;
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uniform sampler2D diffuseTexture;
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uniform sampler2D shadowMap;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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float ShadowCalculation(vec4 fragPosLightSpace)
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{
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// perform perspective divide
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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// Transform to [0,1] range
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projCoords = projCoords * 0.5 + 0.5;
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// Get closest depth value from light's perspective (using [0,1] range fragPosLight as coords)
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float closestDepth = texture(shadowMap, projCoords.xy).r;
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// Get depth of current fragment from light's perspective
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float currentDepth = projCoords.z;
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// Check whether current frag pos is in shadow
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float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
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return shadow;
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}
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void main()
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{
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vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
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vec3 normal = normalize(fs_in.Normal);
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vec3 lightColor = vec3(0.3);
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// ambient
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vec3 ambient = 0.3 * color;
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// diffuse
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vec3 lightDir = normalize(lightPos - fs_in.FragPos);
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float diff = max(dot(lightDir, normal), 0.0);
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vec3 diffuse = diff * lightColor;
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// specular
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vec3 viewDir = normalize(viewPos - fs_in.FragPos);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = 0.0;
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vec3 halfwayDir = normalize(lightDir + viewDir);
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spec = pow(max(dot(normal, halfwayDir), 0.0), 64.0);
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vec3 specular = spec * lightColor;
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// calculate shadow
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float shadow = ShadowCalculation(fs_in.FragPosLightSpace);
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vec3 lighting = (ambient + (1.0 - shadow) * (diffuse + specular)) * color;
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FragColor = vec4(lighting, 1.0);
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}
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