66 lines
1.5 KiB
GLSL
66 lines
1.5 KiB
GLSL
#version 450
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layout (binding = 1) uniform sampler2D shadowMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) in vec4 inShadowCoord;
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layout (constant_id = 0) const int enablePCF = 0;
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layout (location = 0) out vec4 outFragColor;
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#define ambient 0.1
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float textureProj(vec4 shadowCoord, vec2 off)
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{
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float shadow = 1.0;
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if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 )
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{
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float dist = texture( shadowMap, shadowCoord.st + off ).r;
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if ( shadowCoord.w > 0.0 && dist < shadowCoord.z )
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{
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shadow = ambient;
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}
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}
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return shadow;
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}
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float filterPCF(vec4 sc)
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{
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ivec2 texDim = textureSize(shadowMap, 0);
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float scale = 1.5;
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float dx = scale * 1.0 / float(texDim.x);
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float dy = scale * 1.0 / float(texDim.y);
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float shadowFactor = 0.0;
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int count = 0;
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int range = 1;
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for (int x = -range; x <= range; x++)
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{
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for (int y = -range; y <= range; y++)
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{
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shadowFactor += textureProj(sc, vec2(dx*x, dy*y));
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count++;
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}
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}
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return shadowFactor / count;
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}
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void main()
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{
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float shadow = (enablePCF == 1) ? filterPCF(inShadowCoord / inShadowCoord.w) : textureProj(inShadowCoord / inShadowCoord.w, vec2(0.0));
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = normalize(-reflect(L, N));
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vec3 diffuse = max(dot(N, L), ambient) * inColor;
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outFragColor = vec4(diffuse * shadow, 1.0);
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}
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