X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fshadow.glsl;h=c26a1ca3782039cbb3ba1e6261abeace13c78859;hb=a2b0d155023ca23afe7848ae5d17e0f7bc328525;hp=f0338b95f8a10c1f0a9ced28210d59fb345e5d4d;hpb=e98956208676c77e74462f17932ac530077a0540;p=libs%2Fgl.git diff --git a/shaderlib/shadow.glsl b/shaderlib/shadow.glsl index f0338b95..c26a1ca3 100644 --- a/shaderlib/shadow.glsl +++ b/shaderlib/shadow.glsl @@ -1,30 +1,37 @@ import msp_interface; +struct ShadowParameters +{ + int enabled; + float darkness; + mat4 shd_world_matrix; + vec4 region; +}; + uniform ShadowMap { - float shadow_darkness; - mat4 shd_eye_matrix; + 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 eye_vertex) -{ - out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz; -} - #pragma MSP stage(fragment) virtual float get_shadow_factor(int index) { if(use_shadow_map) { + if(shadows[index].enabled==0) + 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; - 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, 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;