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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-12-17 18:58:53 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-12-17 18:58:53 +0000 |
commit | edb63bcb5fd140d0d4db71e170a43f767a4b70be (patch) | |
tree | 2703b2e4517ead609738e2597e0ab20670643573 /gfx/gl/shaders/directionalLight.fs | |
parent | Use new calc types in camera extents to address overflow (diff) | |
download | ilt-edb63bcb5fd140d0d4db71e170a43f767a4b70be.tar.bz2 ilt-edb63bcb5fd140d0d4db71e170a43f767a4b70be.tar.xz ilt-edb63bcb5fd140d0d4db71e170a43f767a4b70be.zip |
Run shadow mapper in camera relative space
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 3756db7..f36d83f 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -13,6 +13,7 @@ layout(binding = 2) uniform sampler2D shadowMap; uniform vec3 lightDirection; uniform vec3 lightColour; +uniform ivec3 lightPoint; uniform mat4 lightViewProjection[MAX_MAPS]; uniform vec4 shadowMapRegion[MAX_MAPS]; uniform uint lightViewProjectionCount; @@ -27,10 +28,10 @@ insideShadowCube(vec3 v) } float -isShaded(ivec3 Position) +isShaded(vec4 Position) { for (uint m = 0u; m < lightViewProjectionCount; m++) { - vec3 PositionInLightSpace = (lightViewProjection[m] * vec4(Position, 1.0f)).xyz; + const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz; const float inside = insideShadowCube(PositionInLightSpace); if (inside > 0) { const float lightSpaceDepth @@ -44,7 +45,7 @@ isShaded(ivec3 Position) void main() { - const ivec3 Position = texture(gPosition, TexCoords).xyz; + const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1); const vec3 Normal = texture(gNormal, TexCoords).rgb; const float shaded = isShaded(Position); FragColor = (1 - shaded) * max(dot(-lightDirection, Normal) * lightColour, 0); |