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 -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);
}