refactor shaders

This commit is contained in:
MihailRis
2025-05-09 23:51:34 +03:00
parent 36e5ff2472
commit 30a0b81680
9 changed files with 128 additions and 88 deletions
+4 -28
View File
@@ -12,7 +12,7 @@ in vec3 a_realnormal;
in vec4 a_modelpos;
uniform sampler2D u_texture0;
uniform samplerCube u_cubemap;
uniform samplerCube u_skybox;
uniform sampler2DShadow u_shadows;
uniform vec3 u_sunDir;
uniform int u_shadowsRes;
@@ -25,35 +25,11 @@ uniform bool u_enableShadows;
uniform mat4 u_shadowsMatrix;
const int BLUR_SAMPLES = 6;
#include <shadows>
void main() {
float shadow = 1.0;
if (u_enableShadows) {
vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.08, 1.0);
vec3 projCoords = mpos.xyz / mpos.w;
projCoords = projCoords * 0.5 + 0.5;
projCoords.z -= 0.0001;
shadow = 0.0;
if (dot(a_realnormal, u_sunDir) < 0.0) {
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
shadow += texture(u_shadows, projCoords.xyz + vec3(
x * (1.0 / u_shadowsRes),
y * (1.0 / u_shadowsRes), 0.0
));
}
}
shadow /= 9;
shadow = shadow * 0.5 + 0.5;
} else {
shadow = 0.5;
}
}
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
float shadow = calc_shadow();
vec3 fogColor = texture(u_skybox, a_dir).rgb;
vec4 texColor = texture(u_texture0, a_texCoord);
float alpha = a_color.a * texColor.a;
if (u_alphaClip) {