Files
openglplayground/shaders/textured.fs
2015-02-13 20:00:39 +01:00

55 lines
1.5 KiB
GLSL

#version 330 core
const uint lights = 2u;
uniform sampler2D texBase;
uniform samplerCubeShadow texShadowMaps[lights];
float VectorToDepth (vec3 Vec)
{
vec3 AbsVec = abs(Vec);
float LocalZcomp = max(AbsVec.x, max(AbsVec.y, AbsVec.z));
//float LocalZcomp = length(AbsVec);
// Replace f and n with the far and near plane values you used when
// you drew your cube map.
const float f = 128.0;
const float n = 1.0;
// float NormZComp = (f+n) / (f-n) - (2*f*n)/(f-n)/LocalZcomp;
return (f/(f-n))+(f*n/(n-f))/LocalZcomp;
//return (NormZComp + 1.0) * 0.5;
}
in vec2 fragTC;
//in vec3 fragNorm;
//in vec3 light0Vect;
in vec3 lightColors[lights];
in vec3 lightVecs[lights];
out vec4 color;
const float bias = 0.0;
void main(void) {
vec4 texColor = texture(texBase, fragTC);
vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
{
float depth = VectorToDepth(lightVecs[0])-bias;
vec3 nlv = normalize(lightVecs[0]);
float depth_compare = texture(texShadowMaps[0], vec4(nlv, depth));
// color = vec4(depth_compare, 0.0, 0.0, 1.0);
col += texColor*vec4(lightColors[0], 1.0)*depth_compare;
}
{
float depth = VectorToDepth(lightVecs[1])-bias;
vec3 nlv = normalize(lightVecs[1]);
float depth_compare = texture(texShadowMaps[1], vec4(nlv, depth));
// color = vec4(depth_compare, 0.0, 0.0, 1.0);
col += texColor*vec4(lightColors[1], 1.0)*depth_compare;
}
color = col+texColor*0.05;
}