X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fshadow.glsl;h=438af68d45181a86b6ec16f3cef065ba91ab88c4;hb=b733c793381e78637f52c7f77cc4f69e914918e1;hp=c26a1ca3782039cbb3ba1e6261abeace13c78859;hpb=a2b0d155023ca23afe7848ae5d17e0f7bc328525;p=libs%2Fgl.git diff --git a/shaderlib/shadow.glsl b/shaderlib/shadow.glsl index c26a1ca3..438af68d 100644 --- a/shaderlib/shadow.glsl +++ b/shaderlib/shadow.glsl @@ -2,15 +2,17 @@ import msp_interface; struct ShadowParameters { - int enabled; + int type; float darkness; - mat4 shd_world_matrix; + int matrix_index; vec4 region; + float bias; }; uniform ShadowMap { ShadowParameters shadows[max_lights]; + mat4 shd_world_matrix[max_lights]; }; uniform sampler2DShadow shadow_map; @@ -18,19 +20,25 @@ uniform sampler2DShadow shadow_map; 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) { - if(shadows[index].enabled==0) + 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; + } + else return 1.0; - vec3 shadow_coord = (shadows[index].shd_world_matrix*world_vertex).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)); + float shadow_sample = texture(shadow_map, vec3(shadow_coord.xy*region.zw+region.xy, shadow_coord.z)); return mix(1.0, shadow_sample, shadows[index].darkness); } else