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