diff options
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r-- | gfx/gl/shaders/shadowStencil.fs | 6 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowStencil.gs | 28 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowStencil.vs | 10 |
3 files changed, 38 insertions, 6 deletions
diff --git a/gfx/gl/shaders/shadowStencil.fs b/gfx/gl/shaders/shadowStencil.fs index f149c23..1164cc9 100644 --- a/gfx/gl/shaders/shadowStencil.fs +++ b/gfx/gl/shaders/shadowStencil.fs @@ -3,13 +3,15 @@ layout(binding = 0) uniform sampler2D textureAlbedo; -include(`materialInterface.glsl') +include(`materialDetail.glsl') include(`materialCommon.glsl') +in vec2 gTexCoords; +flat in MaterialDetail gMaterial; void main() { - if (getTextureColour(Material, TexCoords).a < 0.5) { + 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..eea4643 --- /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; +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 < 8; ++gl_Layer) { + for (int v = 0; v < FragPos.length(); ++v) { + gl_Position = viewProjection * 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 index 45a0867..a15c4fb 100644 --- a/gfx/gl/shaders/shadowStencil.vs +++ b/gfx/gl/shaders/shadowStencil.vs @@ -4,15 +4,17 @@ layout(binding = 1) uniform usampler2DRect materialData; include(`meshIn.glsl') -include(`materialInterface.glsl') +include(`materialDetail.glsl') include(`getMaterialDetail.glsl') -uniform mat4 viewProjection; + +out vec3 FragPos; +out vec2 TexCoords; +flat out MaterialDetail Material; void main() { TexCoords = texCoord; Material = getMaterialDetail(material); - - gl_Position = viewProjection * vec4(position, 1); + FragPos = position; } |