Working shadows, no cascade blend yet
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@@ -1,5 +1,7 @@
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#version 430
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#define MAX_SPLITS 3
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -22,7 +24,7 @@ in VertexData{
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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vec4 PositionLightSpace;
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vec4 PositionLightSpace[MAX_SPLITS];
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}Input[];
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out VertexData{
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@@ -33,7 +35,7 @@ out VertexData{
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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vec4 PositionLightSpace;
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vec4 PositionLightSpace[MAX_SPLITS];
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}Output;
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layout(triangles) in;
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@@ -1,5 +1,7 @@
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#version 430
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#define MAX_SPLITS 3
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -9,11 +11,15 @@ uniform vec2 ScreenDimensions;
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uniform vec4 FillColor;
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uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float FarDistance[MAX_SPLITS];
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D NormalMapTexture;
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layout (binding = 2) uniform sampler2D SpecularMapTexture;
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layout (binding = 3) uniform sampler2D GlowMapTexture;
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layout (binding = 4) uniform sampler2DShadow DepthMap;
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layout (binding = 4) uniform sampler2DShadow DepthMap0;
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layout (binding = 5) uniform sampler2DShadow DepthMap1;
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layout (binding = 6) uniform sampler2DShadow DepthMap2;
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#define TILE_SIZE 16
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@@ -57,7 +63,7 @@ in VertexData{
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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vec4 PositionLightSpace;
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vec4 PositionLightSpace[MAX_SPLITS];
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}Input;
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out vec4 sceneColor;
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@@ -186,8 +192,52 @@ float CalcShadowValue(vec4 positionLightSpace, vec3 normal, vec3 lightDir, sampl
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}
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int getShadowIndex(float far_distance[MAX_SPLITS])
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{
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int index = 2;
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if( gl_FragCoord.z < far_distance[0] )
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{
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index = 0;
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}
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else if( gl_FragCoord.z < far_distance[1] && gl_FragCoord.z > far_distance[0] )
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{
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index = 1;
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}
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return index;
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}
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//sampler2DShadow whichDepthMap( int DepthMapIndex )
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//{
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// if( DepthMapIndex == 0 )
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// {
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// return DepthMap0;
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// }
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// else if( DepthMapIndex == 1 )
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// {
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// return DepthMap1;
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// }
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// else
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// {
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// return DepthMap2;
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// }
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//
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//}
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void main()
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{
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//sampler2DShadow DepthMaps[3] = { sampler2DShadow(DepthMap0), sampler2DShadow(DepthMap1), sampler2DShadow(DepthMap2) };
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//sampler2DShadow DepthMaps[3] = { DepthMap0, DepthMap1, DepthMap2 };
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//sampler2DShadow DepthMaps[3] = sampler2DShadow[]( DepthMap0, DepthMap1, DepthMap2 );
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//sampler2DShadow DepthMaps[3] = sampler2DShadow[3]( DepthMap0, DepthMap1, DepthMap2 );
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//sampler2DShadow DepthMaps[3];
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//sampler2DShadow DepthMapOne = DepthMap0;
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//DepthMaps[0] = DepthMap0;
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//DepthMaps[1] = DepthMap1;
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//DepthMaps[2] = DepthMap2;
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate);
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@@ -220,18 +270,32 @@ void main()
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if(light.Type == 1) { // point
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light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
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} else if (light.Type == 2) { //Directional
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int DepthMapIndex = getShadowIndex(FarDistance);
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//sampler2DShadow WhichDepthMap = whichDepthMap(DepthMapIndex);
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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shadowFactor = CalcShadowValue(Input.PositionLightSpace, Input.Normal, vec3(light.Direction), DepthMap);
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shadowFactor = CalcShadowValue(Input.PositionLightSpace[0], Input.Normal, vec3(light.Direction), DepthMap0);
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//if( DepthMapIndex == 0 )
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//{
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// shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap0);
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//}
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//else if( DepthMapIndex == 1 )
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//{
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// shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap1);
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//}
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//else
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//{
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// shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap2);
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//}
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}
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totalLighting.Diffuse += light_result.Diffuse;
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totalLighting.Specular += light_result.Specular;
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totalLighting.Specular += light_result.Specular;
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}
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//totalLighting.Diffuse *= (1.5 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0);
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//totalLighting.Specular *= (1.5 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0);
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totalLighting.Diffuse *= (1.0 + vec4(AmbientColor.rgb, 1.0)) + vec4(vec3(shadowFactor, shadowFactor, 0.0), 0.0);
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totalLighting.Specular *= (1.0 + vec4(AmbientColor.rgb, 1.0)) + vec4(vec3(shadowFactor, shadowFactor, 0.0), 0.0);
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totalLighting.Diffuse *= (1.5 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0);
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totalLighting.Specular *= (1.5 + vec4(AmbientColor.rgb, 1.0)) - vec4(vec3(shadowFactor), 0.0);
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//LightResult getInformation;
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@@ -1,10 +1,12 @@
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#version 430
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#define MAX_SPLITS 3
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 LightV;
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uniform mat4 LightP;
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uniform mat4 LightV[MAX_SPLITS];
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uniform mat4 LightP[MAX_SPLITS];
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uniform mat4 Bones[100];
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layout(location = 0) in vec3 Position;
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@@ -23,7 +25,7 @@ out VertexData{
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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vec4 PositionLightSpace;
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vec4 PositionLightSpace[MAX_SPLITS];
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}Output;
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// N
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@@ -60,5 +62,8 @@ void main()
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Output.ExplosionPercentageElapsed = 0.0;
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//Output.PositionLightSpace = lightPos; // N
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Output.PositionLightSpace = LightP * LightV * M * vec4(Position, 1.0);
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for(int i = 0; i < MAX_SPLITS; i++)
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{
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Output.PositionLightSpace[i] = LightP[i] * LightV[i] * M * vec4(Position, 1.0);
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}
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}
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