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

66 lines
1.5 KiB
GLSL

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