#version 330 core in vec3 Normal; in vec3 FragPos; in vec2 UV; out vec4 FragColor; uniform vec3 lightPos; uniform vec3 lightColor; uniform vec3 objectColor; uniform vec3 viewPos; uniform sampler2D irradianceTexture; uniform int screenWidth; uniform int screenHeight; uniform int renderState; uniform vec2 samplePositions[13]; uniform vec3 sampleWeights[13]; uniform float transmittanceScale; void main() { // light the model vec3 norm = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; float ambientStrength = 0.1; vec3 ambient = ambientStrength * lightColor; float specularStrength = 0.5; vec3 viewDir = normalize(viewPos - FragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); vec3 specular = specularStrength * spec * lightColor; vec3 result = vec3((ambient + diffuse + specular) * objectColor); // sample irradiance as distance to light combined with angle to the light // with a Gaussian kernel vec3 result2 = vec3(0, 0, 0); for (int i = 0; i < 13; i++) { vec2 sampleCoords = UV + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight); //vec4 sample = texture(irradianceTexture, sampleCoords) // * texture(shadowmapTexture, sampleCoords); vec3 sample = vec3(texture(irradianceTexture, sampleCoords)) * diff; vec3 weight = sampleWeights[i]; result2 += sample * weight; } // multiply to apply irradiance, sqrt to get values between 0 and 1 result = sqrt(result * result2); // sample texture to get distance from light vec4 t = texture(irradianceTexture, UV); float BacksideIrradiance = t.r; //*100 + t.g + t.b/100; // and calculate world pos vec3 Backside = (lightPos + (normalize(FragPos - lightPos) * BacksideIrradiance)); // add translucency by amplifying color inverse to the thickness // (1 - diff) is part of the irradiance term, // if the light hits the object straight at 90° // most light is received float distanceToBackside = length(FragPos - Backside); if (distanceToBackside != 0) result += objectColor * exp(2 / pow(distanceToBackside, 0.6)) * transmittanceScale * (1 - diff); FragColor = vec4(result, 1); }