#version 430 layout (location = 0) out vec3 worldPosition; layout (location = 1) out vec3 worldNormal; layout (location = 2) out vec4 worldColor; layout (location = 3) out float worldShadow; layout (binding = 0) uniform sampler2D samp; layout (binding = 1) uniform sampler2D shadowSamp; layout (binding = 2) uniform sampler2D normalSamp; in vec3 varPosition; in vec2 varTex; in vec3 varNormal; in vec4 varShadow; in vec3 varTangent; uniform bool shadows; uniform float radius; uniform float zbias; const int sampleAmount = 64; const vec2 samples[64] = { vec2(-0.000, -0.000), vec2(-0.007, 0.004), vec2(0.016, 0.001), vec2(-0.015, -0.018), vec2(-0.024, -0.020), vec2(0.036, -0.014), vec2(-0.015, -0.045), vec2(0.037, 0.041), vec2(-0.036, -0.051), vec2(-0.069, 0.014), vec2(0.068, -0.039), vec2(0.086, -0.001), vec2(0.062, -0.070), vec2(-0.066, -0.077), vec2(-0.010, 0.109), vec2(-0.013, 0.117), vec2(-0.086, 0.091), vec2(0.019, 0.131), vec2(-0.051, 0.131), vec2(0.133, 0.067), vec2(0.154, -0.024), vec2(0.151, -0.063), vec2(0.124, 0.119), vec2(0.133, -0.121), vec2(0.149, 0.113), vec2(-0.188, -0.054), vec2(0.030, 0.201), vec2(0.002, 0.211), vec2(-0.063, -0.209), vec2(0.013, 0.226), vec2(-0.052, 0.229), vec2(-0.093, -0.223), vec2(0.153, 0.198), vec2(0.258, -0.005), vec2(-0.188, -0.188), vec2(0.267, -0.061), vec2(0.150, -0.238), vec2(0.027, 0.288), vec2(-0.293, 0.049), vec2(-0.044, 0.301), vec2(-0.018, 0.312), vec2(-0.296, -0.121), vec2(0.026, -0.327), vec2(-0.248, 0.226), vec2(-0.344, -0.008), vec2(-0.042, 0.349), vec2(-0.357, -0.038), vec2(-0.156, -0.332), vec2(-0.342, 0.154), vec2(0.031, 0.382), vec2(-0.331, 0.207), vec2(0.209, -0.339), vec2(-0.068, -0.401), vec2(-0.409, -0.063), vec2(-0.249, 0.340), vec2(-0.041, 0.428), vec2(0.326, 0.292), vec2(-0.127, -0.427), vec2(0.226, 0.393), vec2(0.424, 0.180), vec2(-0.063, 0.465), vec2(0.446, -0.167), vec2(-0.477, -0.084), vec2(-0.433, -0.234) }; const vec3 light = vec3(-0.280166, -0.573576, -0.769751); void main(void) { worldPosition = varPosition; vec3 tangent = normalize(varTangent); vec3 normal = normalize(varNormal); vec3 biTangent = cross(normal, tangent); mat3 tbn = mat3(tangent, biTangent, normal); worldNormal = tbn * normalize(texture(normalSamp, varTex).xyz * 2.0 - 1.0); if(shadows) { vec3 pos = varShadow.xyz / varShadow.w; float fbias = zbias * (1.0 - max(dot(worldNormal, -light), 0.0)); float shadow = 0.0; for(int i = 0; i < sampleAmount; i++) { shadow += float(texture(shadowSamp, pos.xy + samples[i] * radius).r + fbias > pos.z); } shadow /= sampleAmount; worldShadow = shadow; } else { worldShadow = 1.0; } //worldColor = vec4(1, 0, 0, 1); //worldColor = vec4(worldNormal, 1); worldColor = texture(samp, varTex); //worldColor = texture(normalSamp, varTex); }