From 6433b56c3af8721f8301255818a8dd692e75492e Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 4 Dec 2022 17:16:31 +0000 Subject: Generate and use a shadow map Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel. --- gfx/gl/shaders/directionalLight.fs | 9 +++++++++ 1 file changed, 9 insertions(+) (limited to 'gfx/gl/shaders/directionalLight.fs') 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; } -- cgit v1.2.3