// // light_point_osx.fsh // Kraken Engine // // Copyright 2024 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 lowp vec3 light_color; uniform highp float light_intensity; uniform highp float light_decay_start; uniform highp float light_cutoff; uniform mediump vec4 viewport; uniform highp mat4 inv_projection_matrix; uniform highp vec3 view_space_model_origin; // For point lights, this is the position of the light 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 vec4 clip_space_vertex_position = vec4( gl_FragCoord.xy / viewport.zw * 2.0 - 1.0, texture(gbuffer_depth, gbuffer_uv).r * 2.0 - 1.0, 1.0 ); mediump vec4 view_space_vertex_position = inv_projection_matrix * clip_space_vertex_position; view_space_vertex_position.xyz /= view_space_vertex_position.w; mediump float light_distance = max(0.0, distance(view_space_model_origin.xyz, view_space_vertex_position.xyz) - light_decay_start); mediump float light_attenuation = (light_intensity / ((light_distance + 1.0) * (light_distance + 1.0)) - light_cutoff) / (1.0 - light_cutoff); mediump vec3 light_vec = normalize(view_space_model_origin.xyz - view_space_vertex_position.xyz); mediump float lamberFactor = dot(light_vec, gbuffer_normal) * 0.2; mediump float specularFactor = 0.0; //if(gbuffer_specular_exponent > 0.0) { mediump vec3 halfVec = normalize((normalize(- view_space_vertex_position.xyz) + light_vec)); specularFactor = pow(dot(halfVec,gbuffer_normal), gbuffer_specular_exponent); //} colorOut = vec4(light_color * lamberFactor, specularFactor) * light_attenuation; }