2016-02-16 15:07:25 +01:00
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#version 450
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layout (binding = 1) uniform samplerCube shadowCubeMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inEyePos;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) in vec3 inWorldPos;
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layout (location = 5) in vec3 inLightPos;
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layout (location = 0) out vec4 outFragColor;
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#define EPSILON 0.15
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#define SHADOW_OPACITY 0.5
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void main()
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{
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// Lighting
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vec3 N = normalize(inNormal);
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vec3 L = normalize(vec3(1.0));
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vec3 Eye = normalize(-inEyePos);
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vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
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vec4 IAmbient = vec4(vec3(0.05), 1.0);
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vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
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outFragColor = vec4(IAmbient + IDiffuse * vec4(inColor, 1.0));
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// Shadow
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vec3 lightVec = inWorldPos - inLightPos;
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float sampledDist = texture(shadowCubeMap, lightVec).r;
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float dist = length(lightVec);
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// Check if fragment is in shadow
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float shadow = (dist <= sampledDist + EPSILON) ? 1.0 : SHADOW_OPACITY;
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2020-07-28 20:20:38 +02:00
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2016-02-16 15:07:25 +01:00
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outFragColor.rgb *= shadow;
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}
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