procedural-3d-engine/data/shaders/glsl/shadowmapomni/cubemapdisplay.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

54 lines
No EOL
1.3 KiB
GLSL

#version 450
layout (binding = 1) uniform samplerCube shadowCubeMap;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor.rgb = vec3(0.0, 0.0, 0.2);
vec3 samplePos = vec3(0.0f);
// Crude statement to visualize different cube map faces based on UV coordinates
int x = int(floor(inUV.x / 0.25f));
int y = int(floor(inUV.y / (1.0 / 3.0)));
if (y == 1) {
vec2 uv = vec2(inUV.x * 4.0f, (inUV.y - 1.0/3.0) * 3.0);
uv = 2.0 * vec2(uv.x - float(x) * 1.0, uv.y) - 1.0;
switch (x) {
case 0: // NEGATIVE_X
samplePos = vec3(-1.0f, uv.y, uv.x);
break;
case 1: // POSITIVE_Z
samplePos = vec3(uv.x, uv.y, 1.0f);
break;
case 2: // POSITIVE_X
samplePos = vec3(1.0, uv.y, -uv.x);
break;
case 3: // NEGATIVE_Z
samplePos = vec3(-uv.x, uv.y, -1.0f);
break;
}
} else {
if (x == 1) {
vec2 uv = vec2((inUV.x - 0.25) * 4.0, (inUV.y - float(y) / 3.0) * 3.0);
uv = 2.0 * uv - 1.0;
switch (y) {
case 0: // NEGATIVE_Y
samplePos = vec3(uv.x, -1.0f, uv.y);
break;
case 2: // POSITIVE_Y
samplePos = vec3(uv.x, 1.0f, -uv.y);
break;
}
}
}
if ((samplePos.x != 0.0f) && (samplePos.y != 0.0f)) {
float dist = length(texture(shadowCubeMap, samplePos).xyz) * 0.005;
outFragColor = vec4(vec3(dist), 1.0);
}
}