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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-01-31 02:51:16 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-01-31 02:51:16 +0000 |
| commit | bc0958cc863083b4082161bf12456fdf28ab1c77 (patch) | |
| tree | f970782f232d86325f14a36b83125791f24335af /gfx/gl/shaders/directionalLight.frag | |
| parent | Initial commit using tesselation shader to create curves (diff) | |
| download | ilt-bc0958cc863083b4082161bf12456fdf28ab1c77.tar.bz2 ilt-bc0958cc863083b4082161bf12456fdf28ab1c77.tar.xz ilt-bc0958cc863083b4082161bf12456fdf28ab1c77.zip | |
Rename shader source in keeping with glsl expectations
Swaps name/type of generated files to match class names and source
files.
Diffstat (limited to 'gfx/gl/shaders/directionalLight.frag')
| -rw-r--r-- | gfx/gl/shaders/directionalLight.frag | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/gfx/gl/shaders/directionalLight.frag b/gfx/gl/shaders/directionalLight.frag new file mode 100644 index 0000000..e5ebfb0 --- /dev/null +++ b/gfx/gl/shaders/directionalLight.frag @@ -0,0 +1,60 @@ +#version 460 core + +const int MAX_MAPS = 4; + +out vec3 FragColor; + +in vec2 TexCoords; + +layout(binding = 0) uniform isampler2D gPosition; +layout(binding = 1) uniform sampler2D gNormal; +layout(binding = 2) uniform sampler2DArray shadowMap; + +uniform vec3 lightDirection; +uniform vec3 lightColour; +uniform ivec3 lightPoint; +uniform mat4 lightViewProjection[MAX_MAPS]; +uniform uint lightViewProjectionCount; + +float +getShadow(vec3 positionInLightSpace, float m, vec2 texelSize) +{ + float shadow = 0.0; + for (float x = -texelSize.x; x <= texelSize.x; x += texelSize.x) { + for (float y = -texelSize.y; y <= texelSize.y; y += texelSize.y) { + const float lightSpaceDepth = texture(shadowMap, vec3(positionInLightSpace.xy + vec2(x, y), m)).r; + shadow += step(positionInLightSpace.z, lightSpaceDepth + 0.001); + } + } + return shadow / 9.0; +} + +float +insideShadowCube(vec3 v, vec2 texelSize) +{ + const vec3 s = step(vec3(texelSize, 0), v) - step(vec3(1 - texelSize, 1), v); + return s.x * s.y * s.z; +} + +float +isShaded(vec4 Position) +{ + const vec2 texelSize = 1.0 / textureSize(shadowMap, 0).xy; + for (uint m = 0u; m < lightViewProjectionCount; m++) { + const vec3 positionInLightSpace = (lightViewProjection[m] * Position).xyz; + const float inside = insideShadowCube(positionInLightSpace, texelSize); + if (inside > 0) { + return getShadow(positionInLightSpace, m, texelSize); + } + } + return 1.0; +} + +void +main() +{ + const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1); + const vec3 Normal = texture(gNormal, TexCoords).rgb; + const float shaded = isShaded(Position); + FragColor = shaded * max(dot(-lightDirection, Normal) * lightColour, 0); +} |
