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https://git.code.sf.net/p/quake/quakeforge
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e4ed868023
Don't need a whole matrix multiply when a swizzle and single vector multiply will do.
29 lines
851 B
GLSL
29 lines
851 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 samplerCubeArrayShadow shadow_map[32];
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float
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shadow (uint map_id, uint layer, uint mat_id, vec3 pos, vec3 lpos)
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{
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vec3 dir = pos - lpos;
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vec3 adir = abs(dir);
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adir = max (adir.yzx, adir.zxy);
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uint ind = dir.x <= -adir.x ? 5
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: dir.x >= adir.x ? 4
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: dir.y <= -adir.y ? 0
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: dir.y >= adir.y ? 1
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: dir.z <= -adir.z ? 3
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: dir.z >= adir.z ? 2 : 0;
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vec4 p = shadow_mats[mat_id + ind] * 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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// convert from the quake frame to the cubemap frame
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dir = dir.yzx * vec3 (-1, 1, 1);
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return texture (shadow_map[map_id], vec4 (dir, layer), depth);
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}
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#include "lighting_main.finc"
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