quakeforge/libs/video/renderer/vulkan/shader/lighting_plane.frag

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#version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) buffer ShadowMatrices {
mat4 shadow_mats[];
};
layout (set = 3, binding = 0) uniform sampler2DArrayShadow shadow_map[32];
float
shadow (uint map_id, uint layer, uint mat_id, vec3 pos, vec3 lpos)
{
vec4 p = shadow_mats[mat_id] * vec4 (pos, 1);
p = p / p.w;
float depth = p.z;
vec2 uv = (p.xy + vec2(1)) / 2;
return texture (shadow_map[map_id], vec4 (uv, layer, depth));
}
#include "lighting_main.finc"