--- /dev/null
+#version 330 core\r
+\r
+in vec3 Normal;\r
+in vec3 FragPos;\r
+in vec2 UV;\r
+\r
+out vec4 FragColor;\r
+\r
+uniform vec3 lightPos;\r
+uniform vec3 lightColor;\r
+uniform vec3 objectColor;\r
+uniform vec3 viewPos;\r
+uniform sampler2D irradianceTexture;\r
+uniform int screenWidth;\r
+uniform int screenHeight;\r
+uniform int renderState;\r
+uniform vec2 samplePositions[13];\r
+uniform vec3 sampleWeights[13];\r
+uniform float transmittanceScale;\r
+\r
+void main()\r
+{\r
+ if (renderState == 0) {\r
+ FragColor = texture(irradianceTexture, UV);\r
+ }\r
+ else if (renderState == 1) {\r
+ vec3 norm = normalize(Normal);\r
+ vec3 lightDir = normalize(lightPos - FragPos);\r
+\r
+ float diff = max(dot(norm, lightDir), 0.0);\r
+ vec3 diffuse = diff * lightColor;\r
+\r
+ float ambientStrength = 0.1;\r
+ vec3 ambient = ambientStrength * lightColor;\r
+\r
+ float specularStrength = 0.5;\r
+ vec3 viewDir = normalize(viewPos - FragPos);\r
+ vec3 reflectDir = reflect(-lightDir, norm);\r
+ float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);\r
+ vec3 specular = specularStrength * spec * lightColor;\r
+\r
+ vec3 result = (ambient + diffuse + specular) * objectColor;\r
+ \r
+ FragColor = vec4(result, 1.0);\r
+ }\r
+ else if (renderState == 2) {\r
+ vec4 result = vec4(0, 0, 0, 1);\r
+ for (int i = 0; i < 13; i++) {\r
+ vec2 sampleCoords = UV + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight);\r
+ //vec4 sample = texture(irradianceTexture, sampleCoords)\r
+ // * texture(shadowmapTexture, sampleCoords);\r
+ vec4 sample = texture(irradianceTexture, sampleCoords);\r
+ vec4 weight = vec4(sampleWeights[i], 1);\r
+ result += sample * weight;\r
+ }\r
+ FragColor = result;\r
+ }\r
+ else if (renderState == 3) {\r
+ vec3 norm = normalize(Normal);\r
+ vec3 lightDir = normalize(lightPos - FragPos);\r
+\r
+ float diff = max(dot(norm, lightDir), 0.0);\r
+ vec3 diffuse = diff * lightColor;\r
+\r
+ float ambientStrength = 0.1;\r
+ vec3 ambient = ambientStrength * lightColor;\r
+\r
+ float specularStrength = 0.5;\r
+ vec3 viewDir = normalize(viewPos - FragPos);\r
+ vec3 reflectDir = reflect(-lightDir, norm);\r
+ float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);\r
+ vec3 specular = specularStrength * spec * lightColor;\r
+\r
+ vec3 result = vec3((ambient + diffuse + specular) * objectColor);\r
+\r
+ vec3 result2 = vec3(0, 0, 0);\r
+ for (int i = 0; i < 13; i++) {\r
+ vec2 sampleCoords = UV + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight);\r
+ //vec4 sample = texture(irradianceTexture, sampleCoords)\r
+ // * texture(shadowmapTexture, sampleCoords);\r
+ vec3 sample = vec3(texture(irradianceTexture, sampleCoords));\r
+ vec3 weight = sampleWeights[i];\r
+ result2 += sample * weight;\r
+ }\r
+\r
+ result = sqrt(result * result2);\r
+ \r
+ vec4 t = texture(irradianceTexture, UV);\r
+\r
+ float BacksideIrradiance = t.r; //*100 + t.g + t.b/100;\r
+ \r
+ vec3 Backside = (lightPos + (normalize(FragPos - lightPos) * BacksideIrradiance));\r
+ \r
+ float distanceToBackside = length(FragPos - Backside);\r
+ if (distanceToBackside != 0)\r
+ result += objectColor * exp(2 / pow(distanceToBackside, 0.6)) * transmittanceScale * (1 - diff);\r
+\r
+ FragColor = vec4(result, 1);\r
+ }\r
+}\r