Standard.Shader.ShadowMapping.pass_2.frag Maven / Gradle / Ivy
#version 450
#extension GL_ARB_separate_shader_objects:enable
const int MAX_NUM_SHADOW_MAPS=16;
const int PROJECTION_TYPE_ORTHOGRAPHIC=0;
const int PROJECTION_TYPE_PERSPECTIVE=1;
const int OUTPUT_MODE_SHADOW_MAPPING=0;
const int OUTPUT_MODE_SHADOW_FACTORS=1;
const int OUTPUT_MODE_DEPTH_IMAGE=2;
layout(set=0,binding=0) uniform Pass2InfoUBO{
int numShadowMaps;
float biasCoefficient;
float maxBias;
float normalOffset;
int outputMode;
int outputDepthImageIndex;
}passInfo;
struct ShadowInfo{
mat4 lightView;
mat4 lightProj;
vec3 lightDirection;
vec3 attenuations;
int projectionType;
};
layout(set=0,binding=1) uniform ShadowInfosUBO{
ShadowInfo shadowInfos[MAX_NUM_SHADOW_MAPS];
};
layout(set=1,binding=0) uniform texture2D albedoTexture;
layout(set=1,binding=1) uniform texture2D depthTexture;
layout(set=1,binding=2) uniform texture2D positionTexture;
layout(set=1,binding=3) uniform texture2D normalTexture;
layout(set=1,binding=4) uniform texture2D shadowDepthTextures[MAX_NUM_SHADOW_MAPS];
layout(set=2,binding=0) uniform sampler textureSampler;
layout(location=0) in vec2 fragTexCoords;
layout(location=0) out vec4 outColor;
void main(){
vec4 albedo=texture(sampler2D(albedoTexture,textureSampler),fragTexCoords);
float depth=texture(sampler2D(depthTexture,textureSampler),fragTexCoords).r;
vec3 position=texture(sampler2D(positionTexture,textureSampler),fragTexCoords).rgb;
vec3 normal=texture(sampler2D(normalTexture,textureSampler),fragTexCoords).rgb;
mat4 biasMat;
biasMat[0]=vec4(0.5,0.0,0.0,0.0);
biasMat[1]=vec4(0.0,0.5,0.0,0.0);
biasMat[2]=vec4(0.0,0.0,1.0,0.0);
biasMat[3]=vec4(0.5,0.5,0.0,1.0);
vec3 shadowFactors=vec3(1.0);
for(int i=0;i