Files
loop/shader/compute/shadow.comp
T

41 lines
1.3 KiB
Plaintext

#version 450 core
layout(local_size_x= 20, local_size_y=1) in;
layout(rgba8, binding = 5) uniform restrict writeonly image2D img_output;
layout (std140, binding = 1) uniform LightsBlock
{
vec4 posBool[20];
vec4 colRad[20];
} ;
layout (binding = 0) uniform sampler2D posTexture;
layout (binding = 1) uniform sampler2D normals;
void main ()
{
shared vec3[20] larray;
uint i = gl_LocalInvocationID.x;
vec3 lightamount = vec3(0,0,0);
ivec2 pixel_coords = ivec2(gl_WorkGroupID.xy);
vec2 tex_coords = vec2((4*pixel_coords.x+4)/800.0, (4*pixel_coords.y+4)/835.0);
vec3 pos = texture(posTexture,tex_coords).xyz;
vec3 lightPos = posBool[i].xyz;
vec4 lumRad = colRad[i];
vec3 distVec = lightPos - pos;
float dist = dot (distVec,distVec);
if (dist > lumRad.a) { }
else
{
float x = 1 - dist / lumRad.a;
vec3 norm = texture(normals,tex_coords).xyz;
float y1 = dot(normalize(norm), normalize(distVec));
float y = float(y1 > 0 ? 0 : 1);
lightamount = y*x*lumRad.rgb;
}
larray[i] = lightamount;
if (i == 0)
{ vec3 inverselight = 1 - lightamount;
//{ vec3 inverselight = vec3(0,0,0);
for (uint j=1 ; j < 20; ++j) {inverselight = inverselight * (1 - larray[j]);}
imageStore(img_output, pixel_coords, vec4(inverselight,1));
}
}