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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.fs | |
| 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.fs')
| -rw-r--r-- | gfx/gl/shaders/directionalLight.fs | 60 |
1 files changed, 0 insertions, 60 deletions
diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs deleted file mode 100644 index e5ebfb0..0000000 --- a/gfx/gl/shaders/directionalLight.fs +++ /dev/null @@ -1,60 +0,0 @@ -#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); -} |
