// // light_directional_osx.fsh // Kraken Engine // // Copyright 2021 Kearwood Gilbert. All rights reserved. // // Redistribution and use in source and binary forms, with or without modification, are // permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this list of // conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, this list // of conditions and the following disclaimer in the documentation and/or other materials // provided with the distribution. // // THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED // WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND // FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON // ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING // NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF // ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // The views and conclusions contained in the software and documentation are those of the // authors and should not be interpreted as representing official policies, either expressed // or implied, of Kearwood Gilbert. // out vec4 colorOut; uniform sampler2D gbuffer_frame; uniform sampler2D gbuffer_depth; uniform mediump vec3 light_direction_view_space; // Must be normalized and converted to view space before entering shader uniform lowp vec3 light_color; uniform highp float light_intensity; uniform mediump vec4 viewport; void main() { lowp vec2 gbuffer_uv = vec2(gl_FragCoord.xy / viewport.zw); // FINDME, TODO - Dependent Texture Read adding latency, due to calculation of texture UV within fragment -- move to vertex shader? lowp vec4 gbuffer_sample = texture(gbuffer_frame, gbuffer_uv); mediump vec3 gbuffer_normal = normalize(2.0 * gbuffer_sample.rgb - 1.0); mediump float gbuffer_specular_exponent = gbuffer_sample.a * 100.0; mediump vec3 view_space_vertex_position = vec3( ((2.0 * gl_FragCoord.xy) - (2.0 * viewport.xy)) / (viewport.zw) - 1.0, (2.0 * -texture(gbuffer_depth, gbuffer_uv).r - gl_DepthRange.near - gl_DepthRange.far) / (gl_DepthRange.far - gl_DepthRange.near) ); //mediump float lamberFactor = max(0.0,dot(light_direction_view_space, gbuffer_normal)) * 0.2; mediump float lamberFactor = dot(light_direction_view_space, gbuffer_normal) * 0.2; mediump float specularFactor = 0.0; mediump vec3 halfVec = normalize((normalize(- view_space_vertex_position) + light_direction_view_space)); // Normalizing anyways, no need to divide by 2 specularFactor = pow(dot(halfVec,gbuffer_normal), gbuffer_specular_exponent); colorOut = vec4(light_color * lamberFactor, specularFactor) * light_intensity; }