Added debug display for light source depth maps and shadow toggle

This commit is contained in:
saschawillems 2016-07-17 18:34:52 +02:00
parent 1e4e233f81
commit 7f687570d4
9 changed files with 59 additions and 87 deletions

View file

@ -14,30 +14,16 @@ layout (location = 0) out vec4 outFragColor;
float LinearizeDepth(float depth)
{
float n = 1.0; // camera z near
float f = 96.0; // camera z far
float n = 0.1; // camera z near
float f = 64.0; // camera z far
float z = depth;
return (2.0 * n) / (f + n - z * (f - n));
}
void main()
{
vec3 components[3];
components[0] = texture(samplerPosition, inUV.st).rgb;
components[1] = texture(samplerNormal, inUV.st).rgb;
//components[2] = texture(samplerDepth, inUV.st).rgb;
// Uncomment to display specular component
//components[2] = vec3(texture(samplerAlbedo, inUV.st).a);
// Select component depending on z coordinate of quad
highp int index = int(inUV.z);
if (index == 2)
{
float depth = texture(samplerDepth, vec3(inUV.st, 2.0)).r;
outFragColor = vec4(vec3(1.0-LinearizeDepth(depth)), 1.0);
}
else
{
outFragColor.rgb = components[index];
}
// Display depth from light's point-of-view
// inUV.w = number of light source
float depth = texture(samplerDepth, vec3(inUV)).r;
outFragColor = vec4(vec3(1.0 - LinearizeDepth(depth)), 0.0);
}