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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-28 02:25:11 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-28 02:25:11 +0000 |
commit | 892513f81ed68e05d4dedb99f51de5bc46cab6b2 (patch) | |
tree | 19209bc3f1c58123bd497c7c555ac8c7d251c351 /gfx/gl/shaders/directionalLight.fs | |
parent | Set light view point uniform once (diff) | |
download | ilt-892513f81ed68e05d4dedb99f51de5bc46cab6b2.tar.bz2 ilt-892513f81ed68e05d4dedb99f51de5bc46cab6b2.tar.xz ilt-892513f81ed68e05d4dedb99f51de5bc46cab6b2.zip |
Geometry shader for single pass shadow maps
2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single
scene rendering.
Pending massive tidy up.
Diffstat (limited to 'gfx/gl/shaders/directionalLight.fs')
-rw-r--r-- | gfx/gl/shaders/directionalLight.fs | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index f36d83f..d0c5062 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -9,7 +9,7 @@ in vec2 TexCoords; layout(binding = 0) uniform isampler2D gPosition; layout(binding = 1) uniform sampler2D gNormal; -layout(binding = 2) uniform sampler2D shadowMap; +layout(binding = 2) uniform sampler2DArray shadowMap; uniform vec3 lightDirection; uniform vec3 lightColour; @@ -34,8 +34,9 @@ isShaded(vec4 Position) const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz; const float inside = insideShadowCube(PositionInLightSpace); if (inside > 0) { - const float lightSpaceDepth - = texture(shadowMap, PositionInLightSpace.xy * shadowMapRegion[m].xy + shadowMapRegion[m].zw).r; + const float lightSpaceDepth = texture( + shadowMap, vec3(PositionInLightSpace.xy * shadowMapRegion[m].xy + shadowMapRegion[m].zw, m)) + .r; return step(lightSpaceDepth, PositionInLightSpace.z * .5 + .5); } } |