feat: basic shadow map + renderdoc labels

This commit is contained in:
2026-10-11 01:02:26 +02:00
parent 4bf87bd91b
commit 95d1497169
36 changed files with 880 additions and 228 deletions
+34
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#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