Try to improve instancing shadows

This commit is contained in:
2023-03-12 14:06:11 +00:00
parent b88a8d5776
commit 9947979b52
9 changed files with 368 additions and 296 deletions
+56 -45
View File
@@ -1,54 +1,65 @@
#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
{
vec4 posBool[20];
vec4 colRad[20];
} ;
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 {
vec4 posBool[20];
vec4 colRad[20];
};
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);
}
float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
vec4 shift(vec4 p) { return vec4(p.xy + (200 * (p.xy - lightPos.xy)), 0, 1); }
float isLHS(vec2 startV, vec2 testV) {
return sign(-startV.x * testV.y + startV.y * testV.x);
}
// construct a box with openings on bottom face and face away from wall
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 (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);
vec4 p5 = shift(p1);
vec4 p6 = shift(p2);
vec4 p7 = vec4 (p6.xy,100,1);
vec4 p8 = vec4 (p5.xy,100,1);
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 (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);
vec4 p5 = shift(p1);
vec4 p6 = shift(p2);
vec4 p7 = vec4(p6.xy, 100, 1);
vec4 p8 = vec4(p5.xy, 100, 1);
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
vec4 a5 = theMat * p5;
vec4 a6 = theMat * p6;
vec4 a7 = theMat * p7;
vec4 a8 = theMat * p8;
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
vec4 a5 = theMat * p5;
vec4 a6 = theMat * p6;
vec4 a7 = theMat * p7;
vec4 a8 = theMat * p8;
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();
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 {}
EndPrimitive();
} else {
}
}