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-rw-r--r--gfx/gl/shaders/shadowDynamicPointStencil.fs16
-rw-r--r--gfx/gl/shaders/shadowDynamicPointStencil.gs32
-rw-r--r--gfx/gl/shaders/shadowDynamicPointStencil.vs17
3 files changed, 65 insertions, 0 deletions
diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.fs b/gfx/gl/shaders/shadowDynamicPointStencil.fs
new file mode 100644
index 0000000..57b8aa3
--- /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 sampler2D stencilDepth;
+flat in vec3 scale;
+in vec2 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..6d707ae
--- /dev/null
+++ b/gfx/gl/shaders/shadowDynamicPointStencil.gs
@@ -0,0 +1,32 @@
+#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 vec2 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);
+ texCoord = (corners[c] * 0.5) + 0.5;
+ 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);
+}