Shadows working, and looking totaly not shit.
Improved location of the shadowmap to always be infront of the camera.
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@@ -21,7 +21,7 @@ void main()
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vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
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vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
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//FragmentColor = LightingTexel;
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//FragmentColor = DiffuseTexel;
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FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
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//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
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@@ -5,6 +5,8 @@ layout (binding=1) uniform sampler2D ShadowTexture;
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layout (binding=2) uniform sampler2D NormalMapTexture;
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layout (binding=3) uniform sampler2D SpecularMapTexture;
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uniform vec3 SunDirection_cameraspace;
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uniform mat4 V;
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in VertexData
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{
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@@ -23,10 +25,20 @@ out vec4 frag_Specular;
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float Shadow(vec4 ShadowCoord)
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{
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//float cosTheta = clamp(dot(Input.Normal, 1.0), 0.0, 1.0);
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float bias = 0.0005; // cosTheta is dot( n,l ), clamped between 0 and 1
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bias = clamp(bias, 0.0, 0.01);
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if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z - bias)
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if (Input.ShadowCoord.x < 0.0 || Input.ShadowCoord.x > 1.0 || Input.ShadowCoord.y < 0.0 || Input.ShadowCoord.y > 1.0)
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return 0.9;
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//Fixed bias
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//float bias = 0.00005;
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//Variable bias
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vec3 n = normalize(Input.Normal);
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vec3 l = normalize(SunDirection_cameraspace);
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float cosTheta = clamp(dot(n, l), 0.0, 1.0);
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float bias = tan(acos(cosTheta));
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bias = clamp(bias, 0.0, 0.00005);
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if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z + bias)
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{
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return 0.6;
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}
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