Moved shaders to new directory
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43
shaders/hlsl/shadowmappingomni/scene.frag
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shaders/hlsl/shadowmappingomni/scene.frag
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// Copyright 2020 Google LLC
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TextureCube shadowCubeMapTexture : register(t1);
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SamplerState shadowCubeMapSampler : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 EyePos : POSITION0;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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[[vk::location(4)]] float3 WorldPos : POSITION1;
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[[vk::location(5)]] float3 LightPos : POSITION2;
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};
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#define EPSILON 0.15
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#define SHADOW_OPACITY 0.5
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float4 main(VSOutput input) : SV_TARGET
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{
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// Lighting
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float3 N = normalize(input.Normal);
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float3 L = normalize(float3(1.0, 1.0, 1.0));
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float3 Eye = normalize(-input.EyePos);
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float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
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float4 IAmbient = float4(float3(0.05, 0.05, 0.05), 1.0);
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float4 IDiffuse = float4(1.0, 1.0, 1.0, 1.0) * max(dot(input.Normal, input.LightVec), 0.0);
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float4 outFragColor = float4(IAmbient + IDiffuse * float4(input.Color, 1.0));
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// Shadow
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float3 lightVec = input.WorldPos - input.LightPos;
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float sampledDist = shadowCubeMapTexture.Sample(shadowCubeMapSampler, lightVec).r;
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float dist = length(lightVec);
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// Check if fragment is in shadow
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float shadow = (dist <= sampledDist + EPSILON) ? 1.0 : SHADOW_OPACITY;
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outFragColor.rgb *= shadow;
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return outFragColor;
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}
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