X-Git-Url: https://gitweb.ps.run/subsurface_scattering/blobdiff_plain/a0fdc6d882a1755d0b0607ba3d9bb55e7f8ac006..36fb27a899045de24d71d55b06648abda7547268:/shaders/ts_frag.glsl diff --git a/shaders/ts_frag.glsl b/shaders/ts_frag.glsl new file mode 100644 index 0000000..a0a8457 --- /dev/null +++ b/shaders/ts_frag.glsl @@ -0,0 +1,100 @@ +#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() +{ + if (renderState == 0) { + FragColor = texture(irradianceTexture, UV); + } + else if (renderState == 1) { + 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 = (ambient + diffuse + specular) * objectColor; + + FragColor = vec4(result, 1.0); + } + else if (renderState == 2) { + vec4 result = vec4(0, 0, 0, 1); + 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); + vec4 sample = texture(irradianceTexture, sampleCoords); + vec4 weight = vec4(sampleWeights[i], 1); + result += sample * weight; + } + FragColor = result; + } + else if (renderState == 3) { + 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); + + 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)); + vec3 weight = sampleWeights[i]; + result2 += sample * weight; + } + + result = sqrt(result * result2); + + vec4 t = texture(irradianceTexture, UV); + + float BacksideIrradiance = t.r; //*100 + t.g + t.b/100; + + vec3 Backside = (lightPos + (normalize(FragPos - lightPos) * BacksideIrradiance)); + + float distanceToBackside = length(FragPos - Backside); + if (distanceToBackside != 0) + result += objectColor * exp(2 / pow(distanceToBackside, 0.6)) * transmittanceScale * (1 - diff); + + FragColor = vec4(result, 1); + } +}