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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
shadow works
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@@ -23,10 +23,12 @@ struct light_s
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in vec3 f_normal;
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in vec2 f_coord;
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in vec3 f_pos;
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in vec4 f_light_pos;
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out vec4 color;
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uniform sampler2D tex;
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uniform sampler2D shadowmap;
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uniform vec3 ambient;
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uniform vec3 emission;
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@@ -37,6 +39,16 @@ uniform float specular;
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uniform light_s lights[8];
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uniform uint lights_count;
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float calc_shadow()
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{
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vec3 coords = f_light_pos.xyz / f_light_pos.w;
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coords = coords * 0.5 + 0.5;
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float closest_depth = texture(shadowmap, coords.xy).r;
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float current_depth = coords.z;
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float shadow = current_depth > closest_depth ? 0.0 : 1.0;
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return shadow;
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}
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vec3 apply_fog(vec3 color)
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{
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float sun_amount = 0.0;
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@@ -90,6 +102,7 @@ float calc_dir_light(light_s light)
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void main()
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{
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float shadow = calc_shadow();
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vec3 result = ambient * 0.3 + emission;
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for (uint i = 0U; i < lights_count; i++)
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{
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@@ -103,7 +116,7 @@ void main()
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else if (light.type == LIGHT_DIR)
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part = calc_dir_light(light);
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result += light.color * part;
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result += light.color * part * shadow;
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}
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vec4 tex_color = texture(tex, f_coord);
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7
shaders/empty.frag
Normal file
7
shaders/empty.frag
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@@ -0,0 +1,7 @@
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#version 330
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in vec3 f_pos;
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void main()
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{
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}
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@@ -7,7 +7,9 @@ layout (location = 2) in vec2 v_coord;
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out vec3 f_normal;
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out vec2 f_coord;
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out vec3 f_pos;
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out vec4 f_light_pos;
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uniform mat4 lightview;
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uniform mat4 modelview;
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uniform mat3 modelviewnormal;
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uniform mat4 projection;
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@@ -18,4 +20,6 @@ void main()
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f_normal = modelviewnormal * v_normal;
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f_coord = v_coord;
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f_pos = vec3(modelview * vec4(v_vert, 1.0f));
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//f_light_pos = lightview * vec4(f_pos, 1.0f);
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f_light_pos = lightview * vec4(f_pos, 1.0f);
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}
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13
shaders/shadowmap.vert
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13
shaders/shadowmap.vert
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@@ -0,0 +1,13 @@
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#version 330
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layout (location = 0) in vec3 v_vert;
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out vec3 f_pos;
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uniform mat4 modelview;
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uniform mat4 projection;
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void main()
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{
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gl_Position = (projection * modelview) * vec4(v_vert, 1.0f);
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}
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