#version 450 layout(set = 0, binding = 0) uniform PerFrame { mat4 view; mat4 projection; mat4 lightSpaceMatrix; vec4 lightDir; vec4 lightColor; vec4 ambientColor; vec4 viewPos; vec4 fogColor; vec4 fogParams; vec4 shadowParams; }; layout(set = 1, binding = 0) uniform sampler2D uTexture; layout(set = 1, binding = 1) uniform CharMaterial { float opacity; int alphaTest; int colorKeyBlack; int unlit; float emissiveBoost; vec3 emissiveTint; float specularIntensity; int enableNormalMap; int enablePOM; float pomScale; int pomMaxSamples; float heightMapVariance; float normalMapStrength; }; layout(set = 1, binding = 2) uniform sampler2D uNormalHeightMap; layout(set = 0, binding = 1) uniform sampler2DShadow uShadowMap; layout(location = 0) in vec3 FragPos; layout(location = 1) in vec3 Normal; layout(location = 2) in vec2 TexCoord; layout(location = 3) in vec3 Tangent; layout(location = 4) in vec3 Bitangent; layout(location = 0) out vec4 outColor; const float SHADOW_TEXEL = 1.0 / 4096.0; float sampleShadowPCF(sampler2DShadow smap, vec3 coords) { float shadow = 0.0; for (int x = -1; x <= 1; ++x) { for (int y = -1; y <= 1; ++y) { shadow += texture(smap, vec3(coords.xy + vec2(x, y) * SHADOW_TEXEL, coords.z)); } } return shadow / 9.0; } // LOD factor from screen-space UV derivatives float computeLodFactor() { vec2 dx = dFdx(TexCoord); vec2 dy = dFdy(TexCoord); float texelDensity = max(dot(dx, dx), dot(dy, dy)); return smoothstep(0.0001, 0.005, texelDensity); } // Parallax Occlusion Mapping with angle-adaptive sampling vec2 parallaxOcclusionMap(vec2 uv, vec3 viewDirTS, float lodFactor) { float VdotN = abs(viewDirTS.z); if (VdotN < 0.15) return uv; float angleFactor = clamp(VdotN, 0.15, 1.0); int maxS = pomMaxSamples; int minS = max(maxS / 4, 4); int numSamples = int(mix(float(minS), float(maxS), angleFactor)); numSamples = int(mix(float(minS), float(numSamples), 1.0 - lodFactor)); float layerDepth = 1.0 / float(numSamples); float currentLayerDepth = 0.0; vec2 P = viewDirTS.xy / max(VdotN, 0.15) * pomScale; float maxOffset = pomScale * 3.0; P = clamp(P, vec2(-maxOffset), vec2(maxOffset)); vec2 deltaUV = P / float(numSamples); vec2 currentUV = uv; float currentDepthMapValue = 1.0 - texture(uNormalHeightMap, currentUV).a; for (int i = 0; i < 64; i++) { if (i >= numSamples || currentLayerDepth >= currentDepthMapValue) break; currentUV -= deltaUV; currentDepthMapValue = 1.0 - texture(uNormalHeightMap, currentUV).a; currentLayerDepth += layerDepth; } vec2 prevUV = currentUV + deltaUV; float afterDepth = currentDepthMapValue - currentLayerDepth; float beforeDepth = (1.0 - texture(uNormalHeightMap, prevUV).a) - currentLayerDepth + layerDepth; float weight = afterDepth / (afterDepth - beforeDepth + 0.0001); vec2 result = mix(currentUV, prevUV, weight); float fadeFactor = smoothstep(0.15, 0.35, VdotN); return mix(uv, result, fadeFactor); } void main() { float lodFactor = computeLodFactor(); vec3 vertexNormal = normalize(Normal); if (!gl_FrontFacing) vertexNormal = -vertexNormal; vec2 finalUV = TexCoord; // Build TBN matrix vec3 T = normalize(Tangent); vec3 B = normalize(Bitangent); vec3 N = vertexNormal; mat3 TBN = mat3(T, B, N); if (enablePOM != 0 && heightMapVariance > 0.001 && lodFactor < 0.99) { mat3 TBN_inv = transpose(TBN); vec3 viewDirWorld = normalize(viewPos.xyz - FragPos); vec3 viewDirTS = TBN_inv * viewDirWorld; finalUV = parallaxOcclusionMap(TexCoord, viewDirTS, lodFactor); } vec4 texColor = texture(uTexture, finalUV); if (alphaTest != 0 && texColor.a < 0.5) discard; if (colorKeyBlack != 0) { float lum = dot(texColor.rgb, vec3(0.299, 0.587, 0.114)); float ck = smoothstep(0.12, 0.30, lum); texColor.a *= ck; if (texColor.a < 0.01) discard; } // Compute normal (with normal mapping if enabled) vec3 norm = vertexNormal; if (enableNormalMap != 0 && lodFactor < 0.99 && normalMapStrength > 0.001) { vec3 mapNormal = texture(uNormalHeightMap, finalUV).rgb * 2.0 - 1.0; mapNormal.xy *= normalMapStrength; mapNormal = normalize(mapNormal); vec3 worldNormal = normalize(TBN * mapNormal); if (!gl_FrontFacing) worldNormal = -worldNormal; float blendFactor = max(lodFactor, 1.0 - normalMapStrength); norm = normalize(mix(worldNormal, vertexNormal, blendFactor)); } vec3 result; if (unlit != 0) { vec3 warm = emissiveTint * emissiveBoost; result = texColor.rgb * (1.0 + warm); } else { vec3 ldir = normalize(-lightDir.xyz); float diff = max(dot(norm, ldir), 0.0); vec3 viewDir = normalize(viewPos.xyz - FragPos); vec3 halfDir = normalize(ldir + viewDir); float spec = pow(max(dot(norm, halfDir), 0.0), 32.0) * specularIntensity; float shadow = 1.0; if (shadowParams.x > 0.5) { float normalOffset = SHADOW_TEXEL * 2.0 * (1.0 - abs(dot(norm, ldir))); vec3 biasedPos = FragPos + norm * normalOffset; vec4 lsPos = lightSpaceMatrix * vec4(biasedPos, 1.0); vec3 proj = lsPos.xyz / lsPos.w; proj.xy = proj.xy * 0.5 + 0.5; if (proj.x >= 0.0 && proj.x <= 1.0 && proj.y >= 0.0 && proj.y <= 1.0 && proj.z >= 0.0 && proj.z <= 1.0) { float bias = max(0.0005 * (1.0 - dot(norm, ldir)), 0.00005); shadow = sampleShadowPCF(uShadowMap, vec3(proj.xy, proj.z - bias)); } shadow = mix(1.0, shadow, shadowParams.y); } result = ambientColor.rgb * texColor.rgb + shadow * (diff * lightColor.rgb * texColor.rgb + spec * lightColor.rgb); } float dist = length(viewPos.xyz - FragPos); float fogFactor = clamp((fogParams.y - dist) / (fogParams.y - fogParams.x), 0.0, 1.0); result = mix(fogColor.rgb, result, fogFactor); outColor = vec4(result, texColor.a * opacity); }