feat: basic shadow map + renderdoc labels
This commit is contained in:
@@ -0,0 +1,34 @@
|
||||
#ifndef SHADOWS_GLSL
|
||||
#define SHADOWS_GLSL
|
||||
|
||||
// expects bindless.glsl to be included before this file (it has no include guard)
|
||||
|
||||
// Returns 1.0 when fully lit, 0.0 when fully in shadow
|
||||
float calculateDirectionalShadow(vec3 fragPos, vec3 n, mat4 lightViewProj, uint shadowMapID, float normalOffset)
|
||||
{
|
||||
// pushing the sample point along the normal hides most of the shadow acne
|
||||
vec4 lightClip = lightViewProj * vec4(fragPos + n * normalOffset, 1.0);
|
||||
vec3 lightNDC = lightClip.xyz / lightClip.w;
|
||||
vec2 uv = lightNDC.xy * 0.5 + 0.5;
|
||||
|
||||
// outside the shadow map counts as lit
|
||||
if (any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0))) || lightNDC.z > 1.0) {
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
vec2 texelSize = 1.0 / vec2(textureSize(sampler2DShadow(textures[shadowMapID], samplers[SHADOW_SAMPLER_ID]), 0));
|
||||
|
||||
// 3x3 PCF, every tap is already bilinearly filtered by the compare sampler
|
||||
float shadowed = 0.0;
|
||||
for (int x = -1; x <= 1; x++) {
|
||||
for (int y = -1; y <= 1; y++) {
|
||||
shadowed += sampleTexture2DShadow(shadowMapID, vec3(uv + vec2(x, y) * texelSize, lightNDC.z));
|
||||
}
|
||||
}
|
||||
|
||||
// the shadow sampler compares with GREATER_OR_EQUAL (it was set up for reversed Z),
|
||||
// with regular depth that returns 1 when the fragment is behind the occluder
|
||||
return 1.0 - shadowed / 9.0;
|
||||
}
|
||||
|
||||
#endif // SHADOWS_GLSL
|
||||
Reference in New Issue
Block a user