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https://git.code.sf.net/p/quake/quakeforge
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1fe0f5ffd5
They currently have a hard-coded bias of 0.5 pixels (if I'm doing my math correctly) to combat the shadow acne, but look pretty good.
19 lines
522 B
GLSL
19 lines
522 B
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) buffer ShadowMatrices {
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mat4 shadow_mats[];
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};
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layout (set = 3, binding = 0) uniform sampler2DArrayShadow shadow_map[32];
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float
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shadow (uint map_id, uint layer, uint mat_id, vec3 pos)
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{
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vec4 p = shadow_mats[mat_id] * vec4 (pos, 1);
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p = p / (p.w - 0.5); //FIXME hard-coded bias
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float depth = p.z;
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vec2 uv = (p.xy + vec2(1)) / 2;
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return texture (shadow_map[map_id], vec4 (uv, layer, depth));
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}
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#include "lighting_main.finc"
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