Moved shaders to new directory
This commit is contained in:
parent
0b3f8340e3
commit
99b226237a
1244 changed files with 0 additions and 0 deletions
|
|
@ -1,66 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout (binding = 1) uniform sampler2D shadowMap;
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
layout (location = 1) in vec3 inColor;
|
||||
layout (location = 2) in vec3 inViewVec;
|
||||
layout (location = 3) in vec3 inLightVec;
|
||||
layout (location = 4) in vec4 inShadowCoord;
|
||||
|
||||
layout (constant_id = 0) const int enablePCF = 0;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
#define ambient 0.1
|
||||
|
||||
float textureProj(vec4 shadowCoord, vec2 off)
|
||||
{
|
||||
float shadow = 1.0;
|
||||
if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 )
|
||||
{
|
||||
float dist = texture( shadowMap, shadowCoord.st + off ).r;
|
||||
if ( shadowCoord.w > 0.0 && dist < shadowCoord.z )
|
||||
{
|
||||
shadow = ambient;
|
||||
}
|
||||
}
|
||||
return shadow;
|
||||
}
|
||||
|
||||
float filterPCF(vec4 sc)
|
||||
{
|
||||
ivec2 texDim = textureSize(shadowMap, 0);
|
||||
float scale = 1.5;
|
||||
float dx = scale * 1.0 / float(texDim.x);
|
||||
float dy = scale * 1.0 / float(texDim.y);
|
||||
|
||||
float shadowFactor = 0.0;
|
||||
int count = 0;
|
||||
int range = 1;
|
||||
|
||||
for (int x = -range; x <= range; x++)
|
||||
{
|
||||
for (int y = -range; y <= range; y++)
|
||||
{
|
||||
shadowFactor += textureProj(sc, vec2(dx*x, dy*y));
|
||||
count++;
|
||||
}
|
||||
|
||||
}
|
||||
return shadowFactor / count;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float shadow = (enablePCF == 1) ? filterPCF(inShadowCoord / inShadowCoord.w) : textureProj(inShadowCoord / inShadowCoord.w, vec2(0.0));
|
||||
|
||||
vec3 N = normalize(inNormal);
|
||||
vec3 L = normalize(inLightVec);
|
||||
vec3 V = normalize(inViewVec);
|
||||
vec3 R = normalize(-reflect(L, N));
|
||||
vec3 diffuse = max(dot(N, L), ambient) * inColor;
|
||||
|
||||
outFragColor = vec4(diffuse * shadow, 1.0);
|
||||
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue