import msp_interface;
-uniform ShadowMap
+struct ShadowParameters
{
- float shadow_darkness;
- mat4 shd_world_matrix;
+ int type;
+ float darkness;
+ int matrix_index;
+ vec4 region;
+ vec2 bias;
};
-uniform sampler2DShadow shadow_map;
+layout(set=0) uniform ShadowMap
+{
+ ShadowParameters shadows[max_lights];
+ mat4 shd_world_matrix[max_lights*4];
+};
-layout(constant_id=auto) const bool use_shadow_map = false;
+layout(set=0) uniform sampler2DShadow shadow_map;
-#pragma MSP stage(vertex)
-void shadow_transform(vec4 world_vertex)
-{
- out vec3 shadow_coord = (shd_world_matrix*world_vertex).xyz;
-}
+layout(constant_id=auto) const bool use_shadow_map = false;
#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)
{
+ int type = shadows[index].type;
+ vec3 shadow_coord;
+ if(type==1)
+ {
+ shadow_coord = (shd_world_matrix[shadows[index].matrix_index]*world_pos).xyz;
+ shadow_coord.z -= shadows[index].bias.x;
+ }
+ else if(type==2)
+ {
+ int base = shadows[index].matrix_index;
+ vec4 clip_coord = shd_world_matrix[base]*world_pos;
+ for(int i=1; i<4; ++i)
+ {
+ vec4 c = shd_world_matrix[base+i]*world_pos;
+ if(c.w>clip_coord.w)
+ clip_coord = c;
+ }
+ shadow_coord = clip_coord.xyz/clip_coord.w;
+ vec2 bias = shadows[index].bias;
+ shadow_coord.z = (shadow_coord.z+bias.x)/bias.y-bias.x;
+ }
+ else
+ return 1.0;
+
if(shadow_coord.x<0 || shadow_coord.x>1 || shadow_coord.y<0 || shadow_coord.y>1)
return 1.0;
- float shadow_sample = texture(shadow_map, shadow_coord);
- return mix(1.0, shadow_sample, shadow_darkness);
+
+ vec4 region = shadows[index].region;
+ float shadow_sample = texture(shadow_map, vec3(shadow_coord.xy*region.zw+region.xy, min(shadow_coord.z, 1.0)));
+ return mix(1.0, shadow_sample, shadows[index].darkness);
}
else
return 1.0;