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-rw-r--r--gfx/gl/shaders/directionalLight.fs60
1 files changed, 0 insertions, 60 deletions
diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs
deleted file mode 100644
index e5ebfb0..0000000
--- a/gfx/gl/shaders/directionalLight.fs
+++ /dev/null
@@ -1,60 +0,0 @@
-#version 460 core
-
-const int MAX_MAPS = 4;
-
-out vec3 FragColor;
-
-in vec2 TexCoords;
-
-layout(binding = 0) uniform isampler2D gPosition;
-layout(binding = 1) uniform sampler2D gNormal;
-layout(binding = 2) uniform sampler2DArray shadowMap;
-
-uniform vec3 lightDirection;
-uniform vec3 lightColour;
-uniform ivec3 lightPoint;
-uniform mat4 lightViewProjection[MAX_MAPS];
-uniform uint lightViewProjectionCount;
-
-float
-getShadow(vec3 positionInLightSpace, float m, vec2 texelSize)
-{
- float shadow = 0.0;
- for (float x = -texelSize.x; x <= texelSize.x; x += texelSize.x) {
- for (float y = -texelSize.y; y <= texelSize.y; y += texelSize.y) {
- const float lightSpaceDepth = texture(shadowMap, vec3(positionInLightSpace.xy + vec2(x, y), m)).r;
- shadow += step(positionInLightSpace.z, lightSpaceDepth + 0.001);
- }
- }
- return shadow / 9.0;
-}
-
-float
-insideShadowCube(vec3 v, vec2 texelSize)
-{
- const vec3 s = step(vec3(texelSize, 0), v) - step(vec3(1 - texelSize, 1), v);
- return s.x * s.y * s.z;
-}
-
-float
-isShaded(vec4 Position)
-{
- const vec2 texelSize = 1.0 / textureSize(shadowMap, 0).xy;
- for (uint m = 0u; m < lightViewProjectionCount; m++) {
- const vec3 positionInLightSpace = (lightViewProjection[m] * Position).xyz;
- const float inside = insideShadowCube(positionInLightSpace, texelSize);
- if (inside > 0) {
- return getShadow(positionInLightSpace, m, texelSize);
- }
- }
- return 1.0;
-}
-
-void
-main()
-{
- const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1);
- const vec3 Normal = texture(gNormal, TexCoords).rgb;
- const float shaded = isShaded(Position);
- FragColor = shaded * max(dot(-lightDirection, Normal) * lightColour, 0);
-}