procedural-3d-engine/shaders/hlsl/shadowmappingomni/scene.frag
2023-05-09 21:03:02 +02:00

43 lines
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1.3 KiB
GLSL

// 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;
}