#version 330 core #extension GL_ARB_shading_language_420pack : enable 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 = max(dot(-lightDirection, Normal) * lightColour, 0); }