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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-09-23 20:12:48 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-09-23 20:12:48 +0100 |
commit | dbbfd39eef3b4d063ab7cdeb8d139b1bc11ba72c (patch) | |
tree | 0a880b2d14ac152014649d32088b73f17bf77297 /gfx/gl/shaders | |
parent | Merge branch 'sunpos' (diff) | |
parent | Populate all layers of shadow stencil with view from all around (diff) | |
download | ilt-dbbfd39eef3b4d063ab7cdeb8d139b1bc11ba72c.tar.bz2 ilt-dbbfd39eef3b4d063ab7cdeb8d139b1bc11ba72c.tar.xz ilt-dbbfd39eef3b4d063ab7cdeb8d139b1bc11ba72c.zip |
Psycho-rebased branch billboard-shadows on top of main
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPointStencil.fs | 16 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPointStencil.gs | 33 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPointStencil.vs | 17 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowStencil.fs | 18 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowStencil.gs | 28 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowStencil.vs | 20 |
6 files changed, 132 insertions, 0 deletions
diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.fs b/gfx/gl/shaders/shadowDynamicPointStencil.fs new file mode 100644 index 0000000..e612691 --- /dev/null +++ b/gfx/gl/shaders/shadowDynamicPointStencil.fs @@ -0,0 +1,16 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +layout(binding = 0) uniform sampler2DArray stencilDepth; +flat in vec3 scale; +in vec3 texCoord; + +void +main() +{ + float stDepth = texture(stencilDepth, texCoord).r; + if (stDepth >= 1) { + discard; + } + gl_FragDepth = gl_FragCoord.z + (stDepth * scale.z); +} diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.gs b/gfx/gl/shaders/shadowDynamicPointStencil.gs new file mode 100644 index 0000000..b91937d --- /dev/null +++ b/gfx/gl/shaders/shadowDynamicPointStencil.gs @@ -0,0 +1,33 @@ +#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 vec3 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); + gl_Position.z = max(gl_Position.z, -1); + texCoord = vec3((corners[c] * 0.5) + 0.5, 0); + EmitVertex(); + } + EndPrimitive(); + } +} diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.vs b/gfx/gl/shaders/shadowDynamicPointStencil.vs new file mode 100644 index 0000000..dadf9c2 --- /dev/null +++ b/gfx/gl/shaders/shadowDynamicPointStencil.vs @@ -0,0 +1,17 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +layout(location = 0) in mat3 model; +layout(location = 3) in ivec3 worldPos; +uniform ivec3 viewPoint; +uniform vec3 centre; + +out mat3 vmodel; +out ivec3 vworldPos; + +void +main() +{ + vmodel = model; + vworldPos = worldPos - viewPoint + ivec3(centre); +} diff --git a/gfx/gl/shaders/shadowStencil.fs b/gfx/gl/shaders/shadowStencil.fs new file mode 100644 index 0000000..1164cc9 --- /dev/null +++ b/gfx/gl/shaders/shadowStencil.fs @@ -0,0 +1,18 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +layout(binding = 0) uniform sampler2D textureAlbedo; + +include(`materialDetail.glsl') +include(`materialCommon.glsl') +in vec2 gTexCoords; +flat in MaterialDetail gMaterial; + +void +main() +{ + if (getTextureColour(gMaterial, gTexCoords).a < 0.5) { + discard; + } + gl_FragDepth = gl_FragCoord.z; +} diff --git a/gfx/gl/shaders/shadowStencil.gs b/gfx/gl/shaders/shadowStencil.gs new file mode 100644 index 0000000..2c3f9bd --- /dev/null +++ b/gfx/gl/shaders/shadowStencil.gs @@ -0,0 +1,28 @@ +#version 330 core +#extension GL_ARB_viewport_array : enable + +include(`materialDetail.glsl') + +layout(triangles) in; +layout(triangle_strip, max_vertices = 24) out; + +uniform mat4 viewProjection[8]; +in vec3 FragPos[]; +in vec2 TexCoords[]; +flat in MaterialDetail Material[]; +out vec2 gTexCoords; +flat out MaterialDetail gMaterial; + +void +main() +{ + for (gl_Layer = 0; gl_Layer < viewProjection.length(); ++gl_Layer) { + for (int v = 0; v < FragPos.length(); ++v) { + gl_Position = viewProjection[gl_Layer] * vec4(FragPos[v], 1); + gTexCoords = TexCoords[v]; + gMaterial = Material[v]; + EmitVertex(); + } + EndPrimitive(); + } +} diff --git a/gfx/gl/shaders/shadowStencil.vs b/gfx/gl/shaders/shadowStencil.vs new file mode 100644 index 0000000..a15c4fb --- /dev/null +++ b/gfx/gl/shaders/shadowStencil.vs @@ -0,0 +1,20 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +layout(binding = 1) uniform usampler2DRect materialData; + +include(`meshIn.glsl') +include(`materialDetail.glsl') +include(`getMaterialDetail.glsl') + +out vec3 FragPos; +out vec2 TexCoords; +flat out MaterialDetail Material; + +void +main() +{ + TexCoords = texCoord; + Material = getMaterialDetail(material); + FragPos = position; +} |