From 493af2b220d6ba7f883d35a6bb30cb5d07b4a4b5 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 10 Oct 2024 01:01:24 +0100 Subject: Use foliage yaw rotation to select shadow stencil layer --- gfx/gl/shaders/shadowDynamicPointStencil.gs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.gs b/gfx/gl/shaders/shadowDynamicPointStencil.gs index b91937d..7e81d97 100644 --- a/gfx/gl/shaders/shadowDynamicPointStencil.gs +++ b/gfx/gl/shaders/shadowDynamicPointStencil.gs @@ -2,12 +2,14 @@ #extension GL_ARB_viewport_array : enable const vec2[] corners = vec2[4](vec2(-1, -1), vec2(-1, 1), vec2(1, -1), vec2(1, 1)); +const float tau = 6.28318531; uniform mat4 viewProjection[4]; uniform int viewProjections; uniform vec3 sizes[4]; uniform float size; +in float vmodelYaw[]; in ivec3 vworldPos[]; flat out vec3 scale; @@ -19,13 +21,14 @@ layout(triangle_strip, max_vertices = 16) out; void main() { + int viewAngle = int(round(4.0 + (vmodelYaw[0] / tau))) % 8; 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); gl_Position.z = max(gl_Position.z, -1); - texCoord = vec3((corners[c] * 0.5) + 0.5, 0); + texCoord = vec3((corners[c] * 0.5) + 0.5, viewAngle); EmitVertex(); } EndPrimitive(); -- cgit v1.2.3