]> 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 6f4acd2786a6319c242d9ff8300a00ecc535d0a7..d533b4ec389913cef931cd7cce4021f5c253ef3d 100644 (file)
@@ -1,20 +1,59 @@
-import msp_interface;
+import lighting;
 
-layout(constant_id=auto) const bool use_shadow_map = false;
+struct ShadowParameters
+{
+       int type;
+       float darkness;
+       int matrix_index;
+       vec4 region;
+       vec2 bias;
+};
 
-#pragma MSP stage(vertex)
-void shadow_transform(vec4 eye_vertex)
+layout(set=0) uniform ShadowMap
 {
-       out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
-}
+       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)
+virtual float get_shadow_factor(int index, vec4 world_pos)
 {
        if(use_shadow_map)
        {
-               float shadow_sample = texture(shadow_map, shadow_coord);
-               return mix(1.0, shadow_sample, shadow_darkness);
+               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;