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#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 = dot(-lightDirection, Normal) * lightColour;
}
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