procedural-3d-engine/data/shaders/hlsl/shadowmapping/scene.frag
Ben Clayton ca884587a4 Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`

Fix up shader paths in the cpp files to point to the new glsl location.

`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).

Issue: #723
2020-06-01 12:22:28 +01:00

68 lines
1.6 KiB
GLSL

// Copyright 2020 Google LLC
Texture2D shadowMapTexture : register(t1);
SamplerState shadowMapSampler : register(s1);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
[[vk::location(4)]] float4 ShadowCoord : TEXCOORD3;
};
[[vk::constant_id(0)]] const int enablePCF = 0;
#define ambient 0.1
float textureProj(float4 shadowCoord, float2 off)
{
float shadow = 1.0;
if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 )
{
float dist = shadowMapTexture.Sample( shadowMapSampler, shadowCoord.xy + off ).r;
if ( shadowCoord.w > 0.0 && dist < shadowCoord.z )
{
shadow = ambient;
}
}
return shadow;
}
float filterPCF(float4 sc)
{
int2 texDim;
shadowMapTexture.GetDimensions(texDim.x, texDim.y);
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, float2(dx*x, dy*y));
count++;
}
}
return shadowFactor / count;
}
float4 main(VSOutput input) : SV_TARGET
{
float shadow = (enablePCF == 1) ? filterPCF(input.ShadowCoord / input.ShadowCoord.w) : textureProj(input.ShadowCoord / input.ShadowCoord.w, float2(0.0, 0.0));
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = normalize(-reflect(L, N));
float3 diffuse = max(dot(N, L), ambient) * input.Color;
return float4(diffuse * shadow, 1.0);
}