Shadow mapping
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5
shaders/shadow.fs
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5
shaders/shadow.fs
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@@ -0,0 +1,5 @@
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#version 330 core
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void main(void) {
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// Only standard depth calc.
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}
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12
shaders/shadow.vs
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12
shaders/shadow.vs
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@@ -0,0 +1,12 @@
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#version 330 core
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#extension GL_ARB_shading_language_420pack : enable
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uniform mat4 projection_matrix;
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uniform mat4 view_matrix;
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uniform mat4 model_matrix;
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layout(location = 0) in vec3 vertex;
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void main(void) {
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gl_Position = projection_matrix * view_matrix * model_matrix * vec4(vertex, 1.0);
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}
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@@ -1,16 +1,52 @@
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#version 330 core
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const uint lights = 2u;
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uniform sampler2D texBase;
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uniform samplerCubeShadow texShadowMaps[lights];
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float VectorToDepth (vec3 Vec)
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{
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vec3 AbsVec = abs(Vec);
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float LocalZcomp = max(AbsVec.x, max(AbsVec.y, AbsVec.z));
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// Replace f and n with the far and near plane values you used when
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// you drew your cube map.
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const float f = 128.0;
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const float n = 1.0;
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float NormZComp = (f+n) / (f-n) - (2*f*n)/(f-n)/LocalZcomp;
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return (NormZComp + 1.0) * 0.5;
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}
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in vec2 fragTC;
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//in vec3 fragNorm;
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//in vec3 light0Vect;
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in vec3 light;
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in vec3 lightColors[lights];
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in vec3 lightVecs[lights];
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out vec4 color;
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const float bias = 0.00;
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void main(void) {
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vec4 texColor = texture(texBase, fragTC);
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color = texColor*vec4(light, 1.0)+texColor*0.05;
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vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
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{
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float depth = VectorToDepth(lightVecs[0])-bias;
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vec3 nlv = normalize(lightVecs[0]);
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float depth_compare = texture(texShadowMaps[0], vec4(nlv, depth));
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// color = vec4(depth_compare, 0.0, 0.0, 1.0);
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col += texColor*vec4(lightColors[0], 1.0)*depth_compare;
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}
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{
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float depth = VectorToDepth(lightVecs[1])-bias;
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vec3 nlv = normalize(lightVecs[1]);
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float depth_compare = texture(texShadowMaps[1], vec4(nlv, depth));
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// color = vec4(depth_compare, 0.0, 0.0, 1.0);
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col += texColor*vec4(lightColors[1], 1.0)*depth_compare;
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}
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color = col+texColor*0.05;
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}
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@@ -19,7 +19,8 @@ layout(location = 1) in vec2 vertexTC;
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layout(location = 2) in vec3 vertexNorm;
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out vec2 fragTC;
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out vec3 light;
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out vec3 lightColors[lights];
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out vec3 lightVecs[lights];
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void main(void) {
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vec4 vertex_Pos = model_matrix * vec4(vertex, 1.0);
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@@ -28,12 +29,13 @@ void main(void) {
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fragTC = vertexTC;
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vec3 vertexNorm_trans = (model_matrix*vec4(vertexNorm, 0.0)).xyz;
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light = vec3(0.0, 0.0, 0.0);
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for (uint i = 0u;i < lights;++i) {
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vec3 lightVec = lightPos[i]-vertex_Pos.xyz;
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lightVecs[i] = -lightVec;
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vec3 lightNorm = normalize(lightVec);
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float lightDist = length(lightVec);
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light += lightColor[i]*clamp(dot(vertexNorm_trans, lightNorm), 0.0, 1.0)*
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clamp(lightIntensity[i]/(lightDist*lightDist), 0.0, 1.0);
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lightColors[i] = lightColor[i]*clamp(dot(vertexNorm_trans, lightNorm), 0.0, 1.0)*
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clamp(lightIntensity[i]/(lightDist*lightDist), 0.0, 1.0);
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}
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}
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