import lighting; struct ShadowParameters { int type; float darkness; int matrix_index; vec4 region; vec2 bias; }; layout(set=0) uniform ShadowMap { ShadowParameters shadows[max_lights]; mat4 shd_world_matrix[max_lights*4]; }; layout(set=0) 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, 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; 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; }