Files
VoxelEngine/res/shaders/lib/shadows.glsl
T
2025-06-10 22:50:04 +03:00

60 lines
1.8 KiB
GLSL

#ifndef SHADOWS_GLSL_
#define SHADOWS_GLSL_
uniform sampler2DShadow u_shadows[2];
uniform mat4 u_shadowsMatrix[2];
uniform int u_shadowsRes;
float calc_shadow() {
float shadow = 1.0;
if (u_enableShadows) {
vec4 mpos = u_shadowsMatrix[0] * vec4(a_modelpos.xyz + a_realnormal * 0.04, 1.0);
vec3 projCoords = mpos.xyz / mpos.w;
projCoords = projCoords * 0.5 + 0.5;
projCoords.z -= 0.0001;
vec4 wmpos = u_shadowsMatrix[1] * vec4(a_modelpos.xyz + a_realnormal * 0.2, 1.0);
vec3 wprojCoords = wmpos.xyz / wmpos.w;
wprojCoords = wprojCoords * 0.5 + 0.5;
wprojCoords.z -= 0.0001;
shadow = 0.0;
// TODO: optimize
if (dot(a_realnormal, u_sunDir) < 0.0) {
if (a_distance > 128) {
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
shadow += texture(
u_shadows[1],
wprojCoords.xyz +
vec3(x, y, -(abs(x) + abs(y))) /
u_shadowsRes
);
}
}
shadow /= 9;
} else {
for (int y = -2; y <= 2; y++) {
for (int x = -2; x <= 2; x++) {
shadow += texture(
u_shadows[0],
projCoords.xyz +
vec3(x, y, -(abs(x) + abs(y))) /
u_shadowsRes * 1.0
);
}
}
shadow /= 25;
}
shadow = shadow * 0.5 + 0.5;
} else {
shadow = 0.5;
}
}
return shadow;
}
#endif // SHADOWS_GLSL_