Add alternate shadow volume rendering pathway (layered geo)

This commit is contained in:
2023-03-12 09:29:36 +00:00
parent 184df01ff8
commit b88a8d5776
7 changed files with 52 additions and 53 deletions
+5 -2
View File
@@ -1,5 +1,6 @@
#version 450 core
layout (triangles) in;
layout (invocations = 20) in;
layout (triangle_strip, max_vertices = 3) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std140, binding = 1) uniform LightsBlock
@@ -7,8 +8,7 @@ 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;
// this code is duplicated in lineShadow.geom, should not be changed on its own
vec4 projNear (vec4 pos)
@@ -35,8 +35,11 @@ void main()
{
// the front cap
vec4 v1 = vec4 (0,0,1,0) ;
gl_Layer = gl_InvocationID;
gl_Position = theMat * projNear(p0); EmitVertex();
gl_Layer = gl_InvocationID;
gl_Position = theMat * projNear(p1); EmitVertex();
gl_Layer = gl_InvocationID;
gl_Position = theMat * projNear(p2); EmitVertex();
EndPrimitive();
}
-4
View File
@@ -1,10 +1,6 @@
#version 450 core
layout (location = 0) in vec3 position;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
uniform vec4 lumRad;
out vec3 dField;
out vec3 lum;
void main()
{
gl_Position = vec4(position,1);
+5 -5
View File
@@ -4,9 +4,9 @@ layout (std140, binding = 1) uniform LightsBlock
vec4 posBool[20];
vec4 colRad[20];
} ;
uniform int lightID;
vec3 lightPos = posBool[lightID].xyz;
vec4 lumRad = colRad[lightID];
//uniform int lightID;
vec3 lightPos = posBool[gl_Layer].xyz;
vec4 lumRad = colRad[gl_Layer];
uniform sampler2D screenTexture;
in vec2 gTexPos;
out vec4 fColor;
@@ -17,6 +17,6 @@ void main()
if (dist > lumRad.a) {discard;}
float x = 1 - dist / lumRad.a ;
vec3 c = (x * x * x) * lumRad.rgb ;
//fColor = vec4(c,0);
fColor = vec4(1,0,0,0);
fColor = vec4(c,0);
//fColor = vec4(0.05,0,0,0);
}
+16 -8
View File
@@ -1,6 +1,6 @@
#version 450 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (invocations = 20) in;
layout (std140, binding = 1) uniform LightsBlock
{
@@ -8,18 +8,26 @@ layout (std140, binding = 1) uniform LightsBlock
vec4 colRad[20];
} ;
float theBool = posBool[gl_InvocationID].w;
in vec2 vTexPos[];
out vec2 gTexPos;
void main()
{
if (theBool == 1){
for (int i = 0; i < 3; i++)
{
gTexPos = vTexPos[i];
gTexPos = vec2(0,1);
gl_Position = vec4(-1,1,0,1) ;
gl_Layer = gl_InvocationID;
EmitVertex();
gTexPos = vec2(0,0);
gl_Position = vec4(-1,-1,0,1) ;
gl_Layer = gl_InvocationID;
EmitVertex();
gTexPos = vec2(1,1);
gl_Position = vec4(1,1,0,1) ;
gl_Layer = gl_InvocationID;
EmitVertex();
gTexPos = vec2(1,0);
gl_Position = vec4(1,-1,0,1) ;
gl_Layer = gl_InvocationID;
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}else {}
}
-5
View File
@@ -1,9 +1,4 @@
#version 450 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
out vec2 vTexPos;
void main()
{
gl_Position = vec4(pos,0,1);
vTexPos = texPos;
}