Added debug display for light source depth maps and shadow toggle
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1e4e233f81
commit
7f687570d4
9 changed files with 59 additions and 87 deletions
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@ -14,30 +14,16 @@ layout (location = 0) out vec4 outFragColor;
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float LinearizeDepth(float depth)
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{
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float n = 1.0; // camera z near
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float f = 96.0; // camera z far
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float n = 0.1; // camera z near
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float f = 64.0; // camera z far
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float z = depth;
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return (2.0 * n) / (f + n - z * (f - n));
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}
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void main()
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{
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vec3 components[3];
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components[0] = texture(samplerPosition, inUV.st).rgb;
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components[1] = texture(samplerNormal, inUV.st).rgb;
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//components[2] = texture(samplerDepth, inUV.st).rgb;
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// Uncomment to display specular component
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//components[2] = vec3(texture(samplerAlbedo, inUV.st).a);
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// Select component depending on z coordinate of quad
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highp int index = int(inUV.z);
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if (index == 2)
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{
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float depth = texture(samplerDepth, vec3(inUV.st, 2.0)).r;
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outFragColor = vec4(vec3(1.0-LinearizeDepth(depth)), 1.0);
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}
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else
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{
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outFragColor.rgb = components[index];
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}
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// Display depth from light's point-of-view
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// inUV.w = number of light source
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float depth = texture(samplerDepth, vec3(inUV)).r;
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outFragColor = vec4(vec3(1.0 - LinearizeDepth(depth)), 0.0);
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}
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@ -5,12 +5,11 @@
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 3) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 modelview;
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} ubo;
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layout (location = 0) out vec3 outUV;
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@ -22,6 +21,9 @@ out gl_PerVertex
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void main()
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{
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outUV = vec3(inUV.st, inNormal.z);
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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outUV = vec3(inUV.st, gl_InstanceIndex);
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vec4 tmpPos = vec4(inPos, 1.0);
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tmpPos.y += gl_InstanceIndex;
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tmpPos.xy *= vec2(1.0/4.0, 1.0/3.0);
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gl_Position = ubo.projection * ubo.modelview * tmpPos;
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}
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@ -31,6 +31,7 @@ layout (binding = 4) uniform UBO
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{
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vec4 viewPos;
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Light lights[LIGHT_COUNT];
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int useShadows;
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} ubo;
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float textureProj(vec4 P, float layer, vec2 offset)
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@ -124,18 +125,21 @@ void main()
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}
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// Shadow calculations in a separate pass
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for(int i = 0; i < LIGHT_COUNT; ++i)
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if (ubo.useShadows > 0)
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{
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vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragPos, 1.0);
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for(int i = 0; i < LIGHT_COUNT; ++i)
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{
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vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragPos, 1.0);
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float shadowFactor;
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#ifdef USE_PCF
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shadowFactor= filterPCF(shadowClip, i);
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#else
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shadowFactor = textureProj(shadowClip, i, vec2(0.0));
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#endif
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float shadowFactor;
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#ifdef USE_PCF
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shadowFactor= filterPCF(shadowClip, i);
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#else
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shadowFactor = textureProj(shadowClip, i, vec2(0.0));
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#endif
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fragcolor *= shadowFactor;
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fragcolor *= shadowFactor;
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}
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}
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outFragColor.rgb = fragcolor;
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@ -10,7 +10,6 @@ layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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mat4 lightMVP;
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} ubo;
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layout (location = 0) out vec2 outUV;
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