#version 450 #define SHADOW_MAP_CASCADE_COUNT 4 layout (set = 0, binding = 1) uniform sampler2DArray shadowMap; layout (set = 1, binding = 0) uniform sampler2D colorMap; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec3 inColor; layout (location = 2) in vec3 inViewPos; layout (location = 3) in vec3 inPos; layout (location = 4) in vec2 inUV; layout (constant_id = 0) const int enablePCF = 0; layout (location = 0) out vec4 outFragColor; #define ambient 0.3 layout (set = 0, binding = 2) uniform UBO { vec4 cascadeSplits; mat4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT]; mat4 inverseViewMat; vec3 lightDir; float _pad; int colorCascades; } ubo; const mat4 biasMat = mat4( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.5, 0.5, 0.0, 1.0 ); float textureProj(vec4 P, vec2 offset, uint cascadeIndex) { float shadow = 1.0; float bias = 0.005; vec4 shadowCoord = P / P.w; if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 ) { float dist = texture(shadowMap, vec3(shadowCoord.st + offset, cascadeIndex)).r; if (shadowCoord.w > 0 && dist < shadowCoord.z - bias) { shadow = ambient; } } return shadow; } float filterPCF(vec4 sc, uint cascadeIndex) { ivec2 texDim = textureSize(shadowMap, 0).xy; float scale = 0.75; float dx = scale * 1.0 / float(texDim.x); float dy = scale * 1.0 / float(texDim.y); float shadowFactor = 0.0; int count = 0; int range = 1; for (int x = -range; x <= range; x++) { for (int y = -range; y <= range; y++) { shadowFactor += textureProj(sc, vec2(dx*x, dy*y), cascadeIndex); count++; } } return shadowFactor / count; } void main() { vec4 color = texture(colorMap, inUV); if (color.a < 0.5) { discard; } // Get cascade index for the current fragment's view position uint cascadeIndex = 0; for(uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; ++i) { if(inViewPos.z < ubo.cascadeSplits[i]) { cascadeIndex = i + 1; } } // Depth compare for shadowing vec4 shadowCoord = (biasMat * ubo.cascadeViewProjMat[cascadeIndex]) * vec4(inPos, 1.0); float shadow = 0; if (enablePCF == 1) { shadow = filterPCF(shadowCoord / shadowCoord.w, cascadeIndex); } else { shadow = textureProj(shadowCoord / shadowCoord.w, vec2(0.0), cascadeIndex); } // Directional light vec3 N = normalize(inNormal); vec3 L = normalize(-ubo.lightDir); vec3 H = normalize(L + inViewPos); float diffuse = max(dot(N, L), ambient); vec3 lightColor = vec3(1.0); outFragColor.rgb = max(lightColor * (diffuse * color.rgb), vec3(0.0)); outFragColor.rgb *= shadow; outFragColor.a = color.a; // Color cascades (if enabled) if (ubo.colorCascades == 1) { switch(cascadeIndex) { case 0 : outFragColor.rgb *= vec3(1.0f, 0.25f, 0.25f); break; case 1 : outFragColor.rgb *= vec3(0.25f, 1.0f, 0.25f); break; case 2 : outFragColor.rgb *= vec3(0.25f, 0.25f, 1.0f); break; case 3 : outFragColor.rgb *= vec3(1.0f, 1.0f, 0.25f); break; } } }