add directional light component and skylight component, add PCSS and hard shadow

This commit is contained in:
2026-01-02 22:46:29 +08:00
parent abf0a65bd6
commit 9e1474e643
55 changed files with 3032 additions and 1121 deletions

View File

@ -17,20 +17,34 @@ void main()
#version 430
layout(location = 0) out vec4 o_Color;
layout(location = 1) out vec4 o_BloomTexture;
in vec2 v_TexCoord;
uniform sampler2DMS u_Texture;
uniform float u_Exposure;
uniform int u_TextureSamples;
vec4 MultiSampleTexture(sampler2DMS tex, ivec2 texCoord, int samples)
uniform bool u_EnableBloom;
uniform float u_BloomThreshold;
const float uFar = 1.0;
vec4 SampleTexture(sampler2D tex, vec2 texCoord)
{
return texture(tex, texCoord);
}
vec4 MultiSampleTexture(sampler2DMS tex, vec2 tc)
{
ivec2 texSize = textureSize(tex);
ivec2 texCoord = ivec2(tc * texSize);
vec4 result = vec4(0.0);
for (int i = 0; i < samples; i++)
for (int i = 0; i < u_TextureSamples; i++)
result += texelFetch(tex, texCoord, i);
result /= float(samples);
result /= float(u_TextureSamples);
return result;
}
@ -39,10 +53,18 @@ void main()
const float gamma = 2.2;
const float pureWhite = 1.0;
ivec2 texSize = textureSize(u_Texture);
ivec2 texCoord = ivec2(v_TexCoord * texSize);
vec4 msColor = MultiSampleTexture(u_Texture, texCoord, u_TextureSamples);
vec3 color = msColor.rgb * u_Exposure;//texture(u_Texture, v_TexCoord).rgb * u_Exposure;
// Tonemapping
vec4 msColor = MultiSampleTexture(u_Texture, v_TexCoord);
vec3 color = msColor.rgb;
if (u_EnableBloom)
{
vec3 bloomColor = MultiSampleTexture(u_Texture, v_TexCoord).rgb;
color += bloomColor;
}
color *= u_Exposure;
// Reinhard tonemapping operator.
// see: "Photographic Tone Reproduction for Digital Images", eq. 4
@ -54,4 +76,8 @@ void main()
// Gamma correction.
o_Color = vec4(pow(mappedColor, vec3(1.0 / gamma)), 1.0);
}
// Show over-exposed areas
// if (o_Color.r > 1.0 || o_Color.g > 1.0 || o_Color.b > 1.0)
// o_Color.rgb *= vec3(1.0, 0.25, 0.25);
}