import msp_interface;
-uniform ShadowMap
+struct ShadowParameters
{
- float shadow_darkness;
+ int enabled;
+ float darkness;
mat4 shd_world_matrix;
+ vec4 region;
+};
+
+uniform ShadowMap
+{
+ ShadowParameters shadows[max_lights];
};
uniform sampler2DShadow shadow_map;
layout(constant_id=auto) const bool use_shadow_map = false;
-#pragma MSP stage(vertex)
-void shadow_transform(vec4 world_vertex)
-{
- out vec3 shadow_coord = (shd_world_matrix*world_vertex).xyz;
-}
-
#pragma MSP stage(fragment)
-virtual float get_shadow_factor(int index)
+virtual float get_shadow_factor(int index, vec4 world_pos)
{
if(use_shadow_map)
{
- if(index>0 || shadow_coord.x<0 || shadow_coord.x>1 || shadow_coord.y<0 || shadow_coord.y>1)
+ if(shadows[index].enabled==0)
return 1.0;
- float shadow_sample = texture(shadow_map, shadow_coord);
- return mix(1.0, shadow_sample, shadow_darkness);
+
+ vec3 shadow_coord = (shadows[index].shd_world_matrix*world_pos).xyz;
+ if(shadow_coord.x<0 || shadow_coord.x>1 || shadow_coord.y<0 || shadow_coord.y>1)
+ return 1.0;
+
+ vec4 region = shadows[index].region;
+ float shadow_sample = texture(shadow_map, shadow_coord*vec3(region.zw, 1.0)+vec3(region.xy, 0.0));
+ return mix(1.0, shadow_sample, shadows[index].darkness);
}
else
return 1.0;