Initial pass at shadows from level geometry
This commit is contained in:
@@ -1,5 +1,5 @@
|
||||
#version 430 core
|
||||
layout (lines) in;
|
||||
layout (lines_adjacency) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||
uniform vec3 lightPos;
|
||||
@@ -8,12 +8,25 @@ vec4 f (vec4 p) {return (theMat * p);}
|
||||
void main()
|
||||
{
|
||||
vec4 p0 = gl_in[0].gl_Position;
|
||||
gl_Position = f(p0); EmitVertex();
|
||||
vec4 p1 = gl_in[1].gl_Position;
|
||||
gl_Position = f(p1); EmitVertex();
|
||||
vec4 p2 = shift(p0);
|
||||
gl_Position = f(p2); EmitVertex();
|
||||
vec4 p3 = shift(p1);
|
||||
gl_Position = f(p3); EmitVertex();
|
||||
EndPrimitive();
|
||||
vec3 n0 = gl_in[2].gl_Position.xyz;
|
||||
vec3 n1 = gl_in[3].gl_Position.xyz;
|
||||
vec3 lightDir = p0.xyz - lightPos.xyz;
|
||||
if ( dot(n0 , lightDir) * dot(n1 , lightDir) < 0 );
|
||||
{
|
||||
gl_Position = f(p0); EmitVertex();
|
||||
vec4 p1 = gl_in[1].gl_Position;
|
||||
gl_Position = f(p1); EmitVertex();
|
||||
vec4 p2 = shift(p0);
|
||||
gl_Position = f(p2); EmitVertex();
|
||||
vec4 p3 = shift(p1);
|
||||
gl_Position = f(p3); EmitVertex();
|
||||
EndPrimitive();
|
||||
}
|
||||
{
|
||||
}
|
||||
//gl_Position = vec4 (0,0,-0.5,1); EmitVertex();
|
||||
//gl_Position = vec4 (1,0,-0.5,1); EmitVertex();
|
||||
//gl_Position = vec4 (1,1,1,1); EmitVertex();
|
||||
//gl_Position = vec4 (0,1,1,1); EmitVertex();
|
||||
//EndPrimitive();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user