#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 vec4 shadowMapRegion[MAX_MAPS]; uniform uint lightViewProjectionCount; const vec3 e1 = vec3(-1, -1, -1), e2 = vec3(1, 1, 1); float insideShadowCube(vec3 v) { const vec3 s = step(e1, v) - step(e2, v); return s.x * s.y * s.z; } float isShaded(vec4 Position) { for (uint m = 0u; m < lightViewProjectionCount; m++) { const vec3 PositionInLightSpace = (lightViewProjection[m] * Position).xyz; const float inside = insideShadowCube(PositionInLightSpace); if (inside > 0) { const float lightSpaceDepth = texture( shadowMap, vec3(PositionInLightSpace.xy * shadowMapRegion[m].xy + shadowMapRegion[m].zw, m)) .r; return step(lightSpaceDepth, PositionInLightSpace.z * .5 + .5); } } return 0; } 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 = (1 - shaded) * max(dot(-lightDirection, Normal) * lightColour, 0); }