]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/shadow.glsl
Check the flat qualifier from the correct member
[libs/gl.git] / shaderlib / shadow.glsl
index 2fa1fd81686c832f3ce78463467500966c092a8e..d533b4ec389913cef931cd7cce4021f5c253ef3d 100644 (file)
@@ -1,4 +1,4 @@
-import msp_interface;
+import lighting;
 
 struct ShadowParameters
 {
@@ -6,15 +6,16 @@ struct ShadowParameters
        float darkness;
        int matrix_index;
        vec4 region;
+       vec2 bias;
 };
 
-uniform ShadowMap
+layout(set=0) uniform ShadowMap
 {
        ShadowParameters shadows[max_lights];
-       mat4 shd_world_matrix[max_lights];
+       mat4 shd_world_matrix[max_lights*4];
 };
 
-uniform sampler2DShadow shadow_map;
+layout(set=0) uniform sampler2DShadow shadow_map;
 
 layout(constant_id=auto) const bool use_shadow_map = false;
 
@@ -26,7 +27,24 @@ virtual float get_shadow_factor(int index, vec4 world_pos)
                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;
 
@@ -34,7 +52,7 @@ virtual float get_shadow_factor(int index, vec4 world_pos)
                        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, min(shadow_coord.z, 1.0)));
                return mix(1.0, shadow_sample, shadows[index].darkness);
        }
        else