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authorDan Goodliffe <dan@randomdan.homeip.net>2024-08-28 03:48:19 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-08-28 03:48:19 +0100
commitae9087aea7aa2b19bf78daa6593d14dfba98183d (patch)
tree0263fd2580239c9ac55a4cc775b2a3c3e3f14eb7 /gfx/gl/shaders/shadowDynamicPointStencil.gs
parentSet stencil texture min/mag filters (diff)
downloadilt-ae9087aea7aa2b19bf78daa6593d14dfba98183d.tar.bz2
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Initial cut of shadow map creation with support for billboard shadows
Diffstat (limited to 'gfx/gl/shaders/shadowDynamicPointStencil.gs')
-rw-r--r--gfx/gl/shaders/shadowDynamicPointStencil.gs32
1 files changed, 32 insertions, 0 deletions
diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.gs b/gfx/gl/shaders/shadowDynamicPointStencil.gs
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+++ b/gfx/gl/shaders/shadowDynamicPointStencil.gs
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+#version 330 core
+#extension GL_ARB_viewport_array : enable
+
+const vec2[] corners = vec2[4](vec2(-1, -1), vec2(-1, 1), vec2(1, -1), vec2(1, 1));
+
+uniform mat4 viewProjection[4];
+uniform int viewProjections;
+uniform vec3 sizes[4];
+uniform float size;
+
+in ivec3 vworldPos[];
+
+flat out vec3 scale;
+out vec2 texCoord;
+
+layout(points) in;
+layout(triangle_strip, max_vertices = 16) out;
+
+void
+main()
+{
+ for (gl_Layer = 0; gl_Layer < viewProjections; ++gl_Layer) {
+ scale = 2.0 * size / sizes[gl_Layer];
+ vec4 pos = viewProjection[gl_Layer] * vec4(vworldPos[0], 1);
+ for (int c = 0; c < corners.length(); ++c) {
+ gl_Position = pos + vec4(scale.xy * corners[c], 0, 0);
+ texCoord = (corners[c] * 0.5) + 0.5;
+ EmitVertex();
+ }
+ EndPrimitive();
+ }
+}