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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-29 01:56:42 +0000 |
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committer | Dan Goodliffe <dan.goodliffe@octal.co.uk> | 2024-01-30 17:28:03 +0000 |
commit | a01f1d9e834719046fbdec02a5147d2e55722bac (patch) | |
tree | 58475e7704f486890246e4f3ae3b4e5031e668eb /gfx/gl/shaders/directionalLight.fs | |
parent | Set shadow program uniforms all in one function, merge setting of view projec... (diff) | |
download | ilt-a01f1d9e834719046fbdec02a5147d2e55722bac.tar.bz2 ilt-a01f1d9e834719046fbdec02a5147d2e55722bac.tar.xz ilt-a01f1d9e834719046fbdec02a5147d2e55722bac.zip |
Remove the complications from previously storing several shadow maps in the texture
Diffstat (limited to 'gfx/gl/shaders/directionalLight.fs')
-rw-r--r-- | gfx/gl/shaders/directionalLight.fs | 17 |
1 files changed, 7 insertions, 10 deletions
diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index d0c5062..c49bb8d 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -15,35 +15,32 @@ uniform vec3 lightDirection; uniform vec3 lightColour; uniform ivec3 lightPoint; uniform mat4 lightViewProjection[MAX_MAPS]; -uniform vec4 shadowMapRegion[MAX_MAPS]; uniform uint lightViewProjectionCount; -const vec3 e1 = vec3(-1, -1, -1), e2 = vec3(1, 1, 1); +const vec3 e1 = vec3(0, 0, 0), e2 = vec3(1, 1, 1); -float + float insideShadowCube(vec3 v) { const vec3 s = step(e1, v) - step(e2, v); return s.x * s.y * s.z; } -float + float isShaded(vec4 Position) { for (uint m = 0u; m < lightViewProjectionCount; m++) { - const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz; + const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz * .5 + .5; const float inside = insideShadowCube(PositionInLightSpace); if (inside > 0) { - const float lightSpaceDepth = texture( - shadowMap, vec3(PositionInLightSpace.xy * shadowMapRegion[m].xy + shadowMapRegion[m].zw, m)) - .r; - return step(lightSpaceDepth, PositionInLightSpace.z * .5 + .5); + const float lightSpaceDepth = texture(shadowMap, vec3(PositionInLightSpace.xy, m)).r; + return step(lightSpaceDepth, PositionInLightSpace.z); } } return 0; } -void + void main() { const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1); |