Working shadows, however ugly they are.

This commit is contained in:
Tleety
2014-05-12 18:03:39 +02:00
parent d9ca9ac1f7
commit 4639a6e4c3
8 changed files with 136 additions and 55 deletions
+15 -1
View File
@@ -1,22 +1,36 @@
#version 430
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D ShadowTexture;
in VertexData
{
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
vec4 ShadowCoord;
} Input;
out vec4 frag_Diffuse;
out vec4 frag_Position;
out vec4 frag_Normal;
float Shadow(vec4 ShadowCoord)
{
if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z )
{
return 0.3;
}
else
{
return 1.0;
}
}
void main()
{
// Diffuse Texture
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord);
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord);
// G-buffer Position
frag_Position = vec4(Input.Position.xyz, 1.0);