Moved shaders to new directory
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54
shaders/glsl/shadowmappingomni/cubemapdisplay.frag
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54
shaders/glsl/shadowmappingomni/cubemapdisplay.frag
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#version 450
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layout (binding = 1) uniform samplerCube shadowCubeMap;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor.rgb = vec3(0.05);
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vec3 samplePos = vec3(0.0f);
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// Crude statement to visualize different cube map faces based on UV coordinates
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int x = int(floor(inUV.x / 0.25f));
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int y = int(floor(inUV.y / (1.0 / 3.0)));
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if (y == 1) {
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vec2 uv = vec2(inUV.x * 4.0f, (inUV.y - 1.0/3.0) * 3.0);
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uv = 2.0 * vec2(uv.x - float(x) * 1.0, uv.y) - 1.0;
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switch (x) {
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case 0: // NEGATIVE_X
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samplePos = vec3(-1.0f, uv.y, uv.x);
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break;
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case 1: // POSITIVE_Z
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samplePos = vec3(uv.x, uv.y, 1.0f);
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break;
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case 2: // POSITIVE_X
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samplePos = vec3(1.0, uv.y, -uv.x);
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break;
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case 3: // NEGATIVE_Z
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samplePos = vec3(-uv.x, uv.y, -1.0f);
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break;
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}
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} else {
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if (x == 1) {
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vec2 uv = vec2((inUV.x - 0.25) * 4.0, (inUV.y - float(y) / 3.0) * 3.0);
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uv = 2.0 * uv - 1.0;
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switch (y) {
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case 0: // NEGATIVE_Y
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samplePos = vec3(uv.x, -1.0f, uv.y);
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break;
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case 2: // POSITIVE_Y
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samplePos = vec3(uv.x, 1.0f, -uv.y);
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break;
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}
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}
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}
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if ((samplePos.x != 0.0f) && (samplePos.y != 0.0f)) {
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float dist = length(texture(shadowCubeMap, samplePos).xyz) * 0.005;
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outFragColor = vec4(vec3(dist), 1.0);
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}
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}
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