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

@ -31,6 +31,7 @@ layout (binding = 4) uniform UBO
{
vec4 viewPos;
Light lights[LIGHT_COUNT];
int useShadows;
} ubo;
float textureProj(vec4 P, float layer, vec2 offset)
@ -124,18 +125,21 @@ void main()
}
// Shadow calculations in a separate pass
for(int i = 0; i < LIGHT_COUNT; ++i)
if (ubo.useShadows > 0)
{
vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragPos, 1.0);
for(int i = 0; i < LIGHT_COUNT; ++i)
{
vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragPos, 1.0);
float shadowFactor;
#ifdef USE_PCF
shadowFactor= filterPCF(shadowClip, i);
#else
shadowFactor = textureProj(shadowClip, i, vec2(0.0));
#endif
float shadowFactor;
#ifdef USE_PCF
shadowFactor= filterPCF(shadowClip, i);
#else
shadowFactor = textureProj(shadowClip, i, vec2(0.0));
#endif
fragcolor *= shadowFactor;
fragcolor *= shadowFactor;
}
}
outFragColor.rgb = fragcolor;