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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-12-04 17:16:31 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-12-04 17:16:31 +0000 |
commit | 6433b56c3af8721f8301255818a8dd692e75492e (patch) | |
tree | 46471356f76e4dc66746fa4133c928609b5c0620 /gfx/gl/shaders | |
parent | Fixed point shadow shader doesn't need normal/texture data (diff) | |
download | ilt-6433b56c3af8721f8301255818a8dd692e75492e.tar.bz2 ilt-6433b56c3af8721f8301255818a8dd692e75492e.tar.xz ilt-6433b56c3af8721f8301255818a8dd692e75492e.zip |
Generate and use a shadow map
Generated when the directional light is specified in the environment call, passed to the directional
light shader pass to conditionally illuminate each pixel.
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r-- | gfx/gl/shaders/directionalLight.fs | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs index 7562f96..5350bf3 100644 --- a/gfx/gl/shaders/directionalLight.fs +++ b/gfx/gl/shaders/directionalLight.fs @@ -5,14 +5,23 @@ out vec3 FragColor; in vec2 TexCoords; +layout(binding = 0) uniform sampler2D gPosition; layout(binding = 1) uniform sampler2D gNormal; +layout(binding = 2) uniform sampler2D shadowMap; uniform vec3 lightDirection; uniform vec3 lightColour; +uniform mat4 lightViewProjection; void main() { + const vec3 Position = texture(gPosition, TexCoords).xyz; + const vec4 PositionInLightSpace = (lightViewProjection * vec4(Position, 1)) * 0.5 + 0.5; + const float lightSpaceDepth = texture(shadowMap, PositionInLightSpace.xy).r; + if (lightSpaceDepth < PositionInLightSpace.z) { + discard; + } const vec3 Normal = texture(gNormal, TexCoords).rgb; FragColor = dot(-lightDirection, Normal) * lightColour; } |