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

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1 KiB
GLSL

#version 450
layout (binding = 1) uniform samplerCube shadowCubeMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inEyePos;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) in vec3 inWorldPos;
layout (location = 5) in vec3 inLightPos;
layout (location = 0) out vec4 outFragColor;
#define EPSILON 0.15
#define SHADOW_OPACITY 0.5
void main()
{
// Lighting
vec3 N = normalize(inNormal);
vec3 L = normalize(vec3(1.0));
vec3 Eye = normalize(-inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec4 IAmbient = vec4(vec3(0.05), 1.0);
vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
outFragColor = vec4(IAmbient + IDiffuse * vec4(inColor, 1.0));
// Shadow
vec3 lightVec = inWorldPos - inLightPos;
float sampledDist = texture(shadowCubeMap, lightVec).r;
float dist = length(lightVec);
// Check if fragment is in shadow
float shadow = (dist <= sampledDist + EPSILON) ? 1.0 : SHADOW_OPACITY;
outFragColor.rgb *= shadow;
}