Work on geometry shader based shadows

This commit is contained in:
2023-03-11 22:59:19 +00:00
parent 5724a0543e
commit 7ee3f6581d
18 changed files with 235 additions and 144 deletions
+12 -32
View File
@@ -1,5 +1,6 @@
#version 450 core
layout (points) in;
layout (invocations = 20) in;
layout (triangle_strip, max_vertices = 8) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std140, binding = 1) uniform LightsBlock
@@ -7,8 +8,8 @@ layout (std140, binding = 1) uniform LightsBlock
vec4 posBool[20];
vec4 colRad[20];
} ;
uniform int lightID;
vec3 lightPos = posBool[lightID].xyz;
vec3 lightPos = posBool[gl_InvocationID].xyz;
float theBool = posBool[gl_InvocationID].w;
vec4 shift (vec4 p)
{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0 , 1);
}
@@ -21,7 +22,7 @@ void main()
{
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
if (theBool==1 && isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
{
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
@@ -39,35 +40,14 @@ vec4 a6 = theMat * p6;
vec4 a7 = theMat * p7;
vec4 a8 = theMat * p8;
//gl_Position = a4; EmitVertex();
//gl_Position = a3; EmitVertex();
//gl_Position = a7; EmitVertex();
//gl_Position = a8; EmitVertex();
//gl_Position = a5; EmitVertex();
//gl_Position = a3; EmitVertex();
//gl_Position = a1; EmitVertex();
//gl_Position = a4; EmitVertex();
//gl_Position = a2; EmitVertex();
//gl_Position = a7; EmitVertex();
//gl_Position = a6; EmitVertex();
gl_Position = a1; EmitVertex();
gl_Position = a5; EmitVertex();
gl_Position = a3; EmitVertex();
gl_Position = a8; EmitVertex();
gl_Position = a4; EmitVertex();
gl_Position = a7; EmitVertex();
gl_Position = a2; EmitVertex();
gl_Position = a6; EmitVertex();
//gl_Position = a5; EmitVertex();
//gl_Position = a1; EmitVertex();
//gl_Position = a8; EmitVertex();
//gl_Position = a3; EmitVertex();
//gl_Position = a7; EmitVertex();
//gl_Position = a4; EmitVertex();
//gl_Position = a6; EmitVertex();
//gl_Position = a2; EmitVertex();
gl_Position = a1; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a5; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a3; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a8; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a4; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a7; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a2; gl_Layer = gl_InvocationID; EmitVertex();
gl_Position = a6; gl_Layer = gl_InvocationID; EmitVertex();
EndPrimitive();
} else {}