Terrain4J_Experimental_branch/resources/EngineResources/shaders/shadow_frag.glsl

64 lines
No EOL
1.7 KiB
GLSL

#version 450
// Keep in sync manually with Java code
const int MAX_TEXTURES = 512;
layout (location = 0) in vec2 inTextCoords;
layout (location = 1) in flat uint inMaterialIdx;
layout(location = 0) out vec2 outFragColor;
struct Material {
vec4 diffuseColor; //16
uint hasTexture; //20
uint textureIdx; //24
uint hasNormalMap; //28
uint normalMapIdx; //32
uint hasRoughMap; //36
uint roughMapIdx; //40
float roughnessFactor; //44
float metallicFactor; //48
vec4 emissiveColour; //64
uint hasEmissiveMap; //68
uint emissiveMapIdx; //72
uint hasTranslucencyMap; //76
uint translucencyMapIdx; //80
float translucencyFactor; //84
uint hasOpacityMap; //88
uint OpacityMapIdx; //92
float OpacityFactor; //96
};
layout(set = 1, binding = 0) uniform sampler2D textSampler[MAX_TEXTURES];
layout(set = 2, binding = 0) readonly buffer MaterialUniform {
Material materials[];
} matUniform;
void main()
{
Material material = matUniform.materials[inMaterialIdx];
int textureIndex = int(material.textureIdx);
if (textureIndex >= MAX_TEXTURES){
outFragColor = vec2(0.0,0.0);
return;
}
vec4 albedo;
if (material.hasTexture == 1) {
albedo = texture(textSampler[material.textureIdx], inTextCoords);
} else {
albedo = material.diffuseColor;
}
if (albedo.a < 0.5) {
discard;
}
float depth = gl_FragCoord.z;
float moment1 = depth;
float moment2 = depth * depth;
// Adjust moments to avoid light bleeding
float dx = dFdx(depth);
float dy = dFdy(depth);
moment2 += 0.25 * (dx * dx + dy * dy);
outFragColor = vec2(moment1, moment2);
}