Texture tree and terrain scene, refactoring and cleanup
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34942b08c5
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75b2a72957
13 changed files with 200 additions and 97 deletions
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@ -2,20 +2,22 @@
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#define SHADOW_MAP_CASCADE_COUNT 4
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layout (binding = 1) uniform sampler2DArray shadowMap;
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layout (set = 0, binding = 1) uniform sampler2DArray shadowMap;
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layout (set = 1, binding = 0) uniform sampler2D colorMap;
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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 inViewPos;
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layout (location = 3) in vec3 inPos;
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layout (location = 4) in vec2 inUV;
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layout (constant_id = 0) const int enablePCF = 0;
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layout (location = 0) out vec4 outFragColor;
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#define ambient 0.1
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#define ambient 0.3
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layout (binding = 2) uniform UBO {
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layout (set = 0, binding = 2) uniform UBO {
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vec4 cascadeSplits;
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mat4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
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mat4 inverseViewMat;
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@ -69,6 +71,11 @@ float filterPCF(vec4 sc, uint cascadeIndex)
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void main()
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{
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vec4 color = texture(colorMap, inUV);
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if (color.a < 0.5) {
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discard;
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}
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// Get cascade index for the current fragment's view position
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uint cascadeIndex = 0;
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for(uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; ++i) {
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@ -91,10 +98,11 @@ void main()
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vec3 N = normalize(inNormal);
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vec3 L = normalize(-ubo.lightDir);
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vec3 H = normalize(L + inViewPos);
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float diffuse = max(dot(N, L), 0.0);
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float diffuse = max(dot(N, L), ambient);
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vec3 lightColor = vec3(1.0);
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outFragColor.rgb = max(lightColor * (diffuse * inColor), vec3(0.0));
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outFragColor.rgb = max(lightColor * (diffuse * color.rgb), vec3(0.0));
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outFragColor.rgb *= shadow;
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outFragColor.a = color.a;
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// Color cascades (if enabled)
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if (ubo.colorCascades == 1) {
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