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-rw-r--r--gfx/gl/shaders/directionalLight.fs9
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;
}