summaryrefslogtreecommitdiff
path: root/gfx/gl/shaders/directionalLight.fs
blob: d0c50620b3ff550af4626a0140862b65b1880061 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
#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);
}