]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/shadow.glsl
Apply shadow depth bias in a different way
[libs/gl.git] / shaderlib / shadow.glsl
index c26a1ca3782039cbb3ba1e6261abeace13c78859..438af68d45181a86b6ec16f3cef065ba91ab88c4 100644 (file)
@@ -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