#version 330 core #extension GL_ARB_shading_language_420pack : enable const int MAX_MAPS = 4; out vec3 FragColor; in vec2 TexCoords; layout(binding = 0) uniform isampler2D gPosition; layout(binding = 1) uniform sampler2D gNormal; layout(binding = 2) uniform sampler2DArray shadowMap; uniform vec3 lightDirection; uniform vec3 lightColour; uniform ivec3 lightPoint; uniform mat4 lightViewProjection[MAX_MAPS]; uniform uint lightViewProjectionCount; float getShadow(vec3 positionInLightSpace, float m, vec2 texelSize) { float shadow = 0.0; for (float x = -texelSize.x; x <= texelSize.x; x += texelSize.x) { for (float y = -texelSize.y; y <= texelSize.y; y += texelSize.y) { const float lightSpaceDepth = texture(shadowMap, vec3(positionInLightSpace.xy + vec2(x, y), m)).r; shadow += step(positionInLightSpace.z, lightSpaceDepth + 0.001); } } return shadow / 9.0; } float insideShadowCube(vec3 v, vec2 texelSize) { const vec3 s = step(vec3(texelSize, 0), v) - step(vec3(1 - texelSize, 1), v); return s.x * s.y * s.z; } float isShaded(vec4 Position) { const vec2 texelSize = 1.0 / textureSize(shadowMap, 0).xy; for (uint m = 0u; m < lightViewProjectionCount; m++) { const vec3 positionInLightSpace = (lightViewProjection[m] * Position).xyz; const float inside = insideShadowCube(positionInLightSpace, texelSize); if (inside > 0) { return getShadow(positionInLightSpace, m, texelSize); } } return 1; } void main() { const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1); const vec3 Normal = texture(gNormal, TexCoords).rgb; const float shaded = isShaded(Position); FragColor = shaded * max(dot(-lightDirection, Normal) * lightColour, 0); }