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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform samplerCube shadowCubeMap;
-
- layout (location = 0) in vec3 inNormal;
- layout (location = 1) in vec3 inColor;
- layout (location = 2) in vec3 inEyePos;
- layout (location = 3) in vec3 inLightVec;
- layout (location = 4) in vec3 inWorldPos;
- layout (location = 5) in vec3 inLightPos;
-
- layout (location = 0) out vec4 outFragColor;
-
- #define EPSILON 0.15
- #define SHADOW_OPACITY 0.5
-
- void main()
- {
- // Lighting
- vec3 N = normalize(inNormal);
- vec3 L = normalize(vec3(1.0));
-
- vec3 Eye = normalize(-inEyePos);
- vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
-
- vec4 IAmbient = vec4(vec3(0.05), 1.0);
- vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
-
- outFragColor = vec4(IAmbient + IDiffuse * vec4(inColor, 1.0));
-
- // Shadow
- vec3 lightVec = inWorldPos - inLightPos;
- float sampledDist = texture(shadowCubeMap, lightVec).r;
- float dist = length(lightVec);
-
- // Check if fragment is in shadow
- float shadow = (dist <= sampledDist + EPSILON) ? 1.0 : SHADOW_OPACITY;
-
- outFragColor.rgb *= shadow;
- }
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