shadows flag in Renderer

This commit is contained in:
2023-03-14 16:33:35 +03:00
parent 9e7afb5fb5
commit 2e6df6c08b
3 changed files with 60 additions and 32 deletions

View File

@@ -16,20 +16,23 @@ void main(void) {
in vec3 view_dir, world_dir;
uniform vec2 dt, shadow_size;
uniform vec2 dt;
uniform float z_near;
uniform sampler2D tex_coeff_brdf, tex_noise;
uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4, tex_5, tex_sh;
//uniform sampler2DShadow tex_shadow[16];
#ifdef SHADOWS
uniform vec2 shadow_size;
uniform sampler2DArrayShadow tex_shadows_cone;
uniform sampler2DArray tex_depths_cone;
uniform samplerCubeArrayShadow tex_shadows_omni;
uniform samplerCubeArray tex_depths_omni;
uniform samplerCube tex_env;
uniform int lights_start, lights_count, soft_shadows_samples = 16, noise_size = 64;
uniform bool soft_shadows_enabled = false;
uniform float soft_shadows_quality = 1.;
uniform int soft_shadows_samples = 16, noise_size = 64;
#endif
uniform samplerCube tex_env;
uniform int lights_start, lights_count;
uniform vec4 fog_color = vec4(0.5, 0.5, 0.5, 1.);
uniform float fog_decay = 10., fog_density = 0.;
uniform mat3 view_mat;
@@ -43,7 +46,7 @@ ivec2 tc;
vec4 pos, lpos, shp;
vec3 li, si, ldir, halfV, bn, bn2, lwdir;
vec3 normal, geom_normal, vds, vds2;
float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow, shadow_dz;
float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist;
uint flags;
@@ -54,6 +57,7 @@ vec4 mapScreenToShadow(in int light_index, in vec3 offset) {
}
#ifdef SHADOWS
#ifdef SPOT
float getShadowCone(in vec3 uvz, in int layer) {
@@ -141,6 +145,7 @@ float rand(vec2 co) {
float e = sin(mod(d, 3.14)) * c;
return fract(e) - 0.5;
}
#endif // SHADOWS
vec4 qgl_lightTexture(int index, vec2 coord, vec4 tex_shift) {
coord *= qgl_light_parameter[index].map.scale;
@@ -173,6 +178,7 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
spot *= light_map_pix.a;
#endif
#ifdef SHADOWS
if (int(round(qgl_light_parameter[index].flags)) == 1 && bitfieldExtract(flags, 3, 1) == 1 && (spot > 1E-4)) {
#ifndef SPOT
vec3 odir = -(view_mat * ldir);
@@ -260,6 +266,7 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
//shadow += getShadowCone(shp.xyz, layer, vec2(0));
}
#endif // SHADOWS
vec3 dist_decay = vec3(1., ldist, ldist*ldist);
spot /= dot(qgl_light_parameter[index].decay_intensity.xyz, dist_decay);