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-rw-r--r--gfx/gl/shaders/commonShadowPoint.glsl5
-rw-r--r--gfx/gl/shaders/commonShadowPoint.gs22
-rw-r--r--gfx/gl/shaders/directionalLight.fs7
-rw-r--r--gfx/gl/shaders/shadowDynamicPoint.vs1
-rw-r--r--gfx/gl/shaders/shadowDynamicPointInst.vs1
-rw-r--r--gfx/gl/shaders/shadowFixedPoint.vs1
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);