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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-12-28 15:13:01 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-12-28 15:13:05 +0000 |
commit | 80cfd4e0d5e928c2ffed9c4510441fb950908665 (patch) | |
tree | 480f819d4bb7eaf7ad6f86c9a2f9bce3c91b09c2 /gfx/gl/shaders | |
parent | Render some train bodies to test shadowing (diff) | |
download | ilt-80cfd4e0d5e928c2ffed9c4510441fb950908665.tar.bz2 ilt-80cfd4e0d5e928c2ffed9c4510441fb950908665.tar.xz ilt-80cfd4e0d5e928c2ffed9c4510441fb950908665.zip |
Initial support for multiple shadow maps in the same texture
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r-- | gfx/gl/shaders/directionalLight.fs | 38 |
1 files changed, 31 insertions, 7 deletions
diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index d1e60ee..fa1e38d 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -1,6 +1,8 @@ #version 330 core #extension GL_ARB_shading_language_420pack : enable +const int MAX_MAPS = 3; + out vec3 FragColor; in vec2 TexCoords; @@ -11,17 +13,39 @@ layout(binding = 2) uniform sampler2D shadowMap; uniform vec3 lightDirection; uniform vec3 lightColour; -uniform mat4 lightViewProjection; +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); + +float +insideShadowCube(vec3 v) +{ + const vec3 s = step(e1, v) - step(e2, v); + return s.x * s.y * s.z; +} + +float +isShaded(vec3 Position) +{ + for (uint m = 0u; m < lightViewProjectionCount; m++) { + vec3 PositionInLightSpace = (lightViewProjection[m] * vec4(Position, 1.0f)).xyz; + const float inside = insideShadowCube(PositionInLightSpace); + if (inside > 0) { + const float lightSpaceDepth + = texture(shadowMap, PositionInLightSpace.xy * shadowMapRegion[m].xy + shadowMapRegion[m].zw).r; + return step(lightSpaceDepth, PositionInLightSpace.z * .5 + .5); + } + } + return 0; +} void main() { const vec3 Position = texture(gPosition, TexCoords).xyz; - const vec3 PositionInLightSpace = ((lightViewProjection * vec4(Position, 1.0f)) * 0.5 + 0.5).xyz; - const float lightSpaceDepth = texture(shadowMap, PositionInLightSpace.xy).r; - if (lightSpaceDepth < PositionInLightSpace.z) { - discard; - } const vec3 Normal = texture(gNormal, TexCoords).rgb; - FragColor = max(dot(-lightDirection, Normal) * lightColour, 0); + const float shaded = isShaded(Position); + FragColor = (1 - shaded) * max(dot(-lightDirection, Normal) * lightColour, 0); } |