Modifications to shadowmapping example
Change-Id: Idd0589033b56d82ba59258812a3bc0ecbc540ef3 Signed-off-by: saschawillems <webmaster@saschawillems.de>
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3 changed files with 8 additions and 13 deletions
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D shadowMap;
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layout (binding = 1) uniform sampler2DShadow shadowMap;
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layout (location = 0) in vec3 inNormal;
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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 = 1) in vec3 inColor;
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@ -19,23 +19,16 @@ layout (location = 0) out vec4 outFragColor;
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float textureProj(vec4 P, vec2 off)
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float textureProj(vec4 P, vec2 off)
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{
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{
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float shadow = 1.0;
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float shadow = 1.0;
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vec4 shadowCoord = P / P.w;
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if (textureProj(shadowMap, P + vec4(off, 0.0, 0.0)) == 0.0)
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if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 )
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shadow = ambient;
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{
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float dist = texture( shadowMap, shadowCoord.st + off ).r;
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if ( shadowCoord.w > 0.0 && dist < shadowCoord.z )
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{
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shadow = ambient;
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}
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}
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return shadow;
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return shadow;
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}
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}
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float filterPCF(vec4 sc)
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float filterPCF(vec4 sc)
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{
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{
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ivec2 texDim = textureSize(shadowMap, 0);
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ivec2 texDim = textureSize(shadowMap, 0);
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float scale = 1.5;
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float scale = 0.5;
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float dx = scale * 1.0 / float(texDim.x);
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float dx = scale * 1.0 / float(texDim.x);
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float dy = scale * 1.0 / float(texDim.y);
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float dy = scale * 1.0 / float(texDim.y);
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@ -299,6 +299,8 @@ public:
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sampler.minLod = 0.0f;
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sampler.minLod = 0.0f;
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sampler.maxLod = 1.0f;
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sampler.maxLod = 1.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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sampler.compareEnable = true;
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sampler.compareOp = VK_COMPARE_OP_LESS;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offscreenPass.depthSampler));
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offscreenPass.depthSampler));
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prepareOffscreenRenderpass();
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prepareOffscreenRenderpass();
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