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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-28 02:25:11 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-28 02:25:11 +0000 |
commit | 892513f81ed68e05d4dedb99f51de5bc46cab6b2 (patch) | |
tree | 19209bc3f1c58123bd497c7c555ac8c7d251c351 /gfx/gl/shaders | |
parent | Set light view point uniform once (diff) | |
download | ilt-892513f81ed68e05d4dedb99f51de5bc46cab6b2.tar.bz2 ilt-892513f81ed68e05d4dedb99f51de5bc46cab6b2.tar.xz ilt-892513f81ed68e05d4dedb99f51de5bc46cab6b2.zip |
Geometry shader for single pass shadow maps
2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single
scene rendering.
Pending massive tidy up.
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r-- | gfx/gl/shaders/commonShadowPoint.glsl | 5 | ||||
-rw-r--r-- | gfx/gl/shaders/commonShadowPoint.gs | 22 | ||||
-rw-r--r-- | gfx/gl/shaders/directionalLight.fs | 7 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPoint.vs | 1 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPointInst.vs | 1 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowFixedPoint.vs | 1 |
6 files changed, 29 insertions, 8 deletions
diff --git a/gfx/gl/shaders/commonShadowPoint.glsl b/gfx/gl/shaders/commonShadowPoint.glsl index 47722d6..ba4611a 100644 --- a/gfx/gl/shaders/commonShadowPoint.glsl +++ b/gfx/gl/shaders/commonShadowPoint.glsl @@ -1,7 +1,8 @@ +out vec4 vworldPos; + void main() { vec3 worldPos = model * position; - gl_Position = viewProjection * vec4(worldPos - viewPoint + modelPos, 1); - gl_Position.z = max(gl_Position.z, -1); + vworldPos = vec4(worldPos - viewPoint + modelPos, 1); } diff --git a/gfx/gl/shaders/commonShadowPoint.gs b/gfx/gl/shaders/commonShadowPoint.gs new file mode 100644 index 0000000..b008f29 --- /dev/null +++ b/gfx/gl/shaders/commonShadowPoint.gs @@ -0,0 +1,22 @@ +#version 330 core +#extension GL_ARB_viewport_array : enable + +uniform mat4 viewProjection[4]; +uniform int viewProjections; +in vec4 vworldPos[]; +layout(triangles) in; +layout(triangle_strip, max_vertices = 12) out; + +void +main() +{ + for (int vp = 0; vp < viewProjections; ++vp) { + for (int v = 0; v < vworldPos.length(); ++v) { + gl_Position = viewProjection[vp] * vworldPos[v]; + gl_Position.z = max(gl_Position.z, -1); + gl_Layer = vp; + EmitVertex(); + } + EndPrimitive(); + } +} diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index f36d83f..d0c5062 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -9,7 +9,7 @@ in vec2 TexCoords; layout(binding = 0) uniform isampler2D gPosition; layout(binding = 1) uniform sampler2D gNormal; -layout(binding = 2) uniform sampler2D shadowMap; +layout(binding = 2) uniform sampler2DArray shadowMap; uniform vec3 lightDirection; uniform vec3 lightColour; @@ -34,8 +34,9 @@ isShaded(vec4 Position) const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz; const float inside = insideShadowCube(PositionInLightSpace); if (inside > 0) { - const float lightSpaceDepth - = texture(shadowMap, PositionInLightSpace.xy * shadowMapRegion[m].xy + shadowMapRegion[m].zw).r; + const float lightSpaceDepth = texture( + shadowMap, vec3(PositionInLightSpace.xy * shadowMapRegion[m].xy + shadowMapRegion[m].zw, m)) + .r; return step(lightSpaceDepth, PositionInLightSpace.z * .5 + .5); } } diff --git a/gfx/gl/shaders/shadowDynamicPoint.vs b/gfx/gl/shaders/shadowDynamicPoint.vs index bf0f0a1..7335b9a 100644 --- a/gfx/gl/shaders/shadowDynamicPoint.vs +++ b/gfx/gl/shaders/shadowDynamicPoint.vs @@ -2,7 +2,6 @@ include(`meshIn.glsl') -uniform mat4 viewProjection; uniform ivec3 viewPoint; uniform mat3 model; uniform ivec3 modelPos; diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vs b/gfx/gl/shaders/shadowDynamicPointInst.vs index b0b80da..d0eb649 100644 --- a/gfx/gl/shaders/shadowDynamicPointInst.vs +++ b/gfx/gl/shaders/shadowDynamicPointInst.vs @@ -2,7 +2,6 @@ include(`meshIn.glsl') -uniform mat4 viewProjection; uniform ivec3 viewPoint; layout(location = 5) in mat3 model; layout(location = 8) in ivec3 modelPos; diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs index 307aac2..1376388 100644 --- a/gfx/gl/shaders/shadowFixedPoint.vs +++ b/gfx/gl/shaders/shadowFixedPoint.vs @@ -2,7 +2,6 @@ include(`meshIn.glsl') -uniform mat4 viewProjection; uniform ivec3 viewPoint; const mat3 model = mat3(1); const ivec3 modelPos = ivec3(0); |