mirror of
https://github.com/luanti-org/luanti.git
synced 2025-08-26 18:21:04 +00:00
Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
This commit is contained in:
parent
46f42e15c4
commit
c47313db65
35 changed files with 2624 additions and 38 deletions
23
client/shaders/shadow_shaders/pass2_fragment.glsl
Normal file
23
client/shaders/shadow_shaders/pass2_fragment.glsl
Normal file
|
@ -0,0 +1,23 @@
|
|||
uniform sampler2D ShadowMapClientMap;
|
||||
#ifdef COLORED_SHADOWS
|
||||
uniform sampler2D ShadowMapClientMapTraslucent;
|
||||
#endif
|
||||
uniform sampler2D ShadowMapSamplerdynamic;
|
||||
|
||||
void main() {
|
||||
|
||||
#ifdef COLORED_SHADOWS
|
||||
vec2 first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).rg;
|
||||
vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r, 0.0);
|
||||
if (first_depth.r > depth_splitdynamics.r)
|
||||
first_depth = depth_splitdynamics;
|
||||
vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, gl_TexCoord[1].st).rg;
|
||||
gl_FragColor = vec4(first_depth.r, first_depth.g, depth_color.r, depth_color.g);
|
||||
#else
|
||||
float first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).r;
|
||||
float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r;
|
||||
first_depth = min(first_depth, depth_splitdynamics);
|
||||
gl_FragColor = vec4(first_depth, 0.0, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue