VoxelEngine/res/shaders/lib/shadows.glsl
2025-05-12 00:25:39 +03:00

54 lines
1.6 KiB
GLSL

#ifndef SHADOWS_GLSL_
#define SHADOWS_GLSL_
uniform sampler2DShadow u_shadows;
uniform sampler2DShadow u_wideShadows;
uniform int u_shadowsRes;
uniform bool u_blurShadows;
uniform mat4 u_shadowsMatrix;
uniform mat4 u_wideShadowsMatrix;
float calc_shadow() {
float shadow = 1.0;
if (u_enableShadows) {
vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.04, 1.0);
vec3 projCoords = mpos.xyz / mpos.w;
projCoords = projCoords * 0.5 + 0.5;
projCoords.z -= 0.0001;
vec4 wmpos = u_wideShadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.2, 1.0);
vec3 wprojCoords = wmpos.xyz / wmpos.w;
wprojCoords = wprojCoords * 0.5 + 0.5;
wprojCoords.z -= 0.0001;
shadow = 0.0;
if (dot(a_realnormal, u_sunDir) < 0.0) {
if (u_blurShadows) {
const vec3 offsets[4] = vec3[4](
vec3(0.5, 0.5, 0.0),
vec3(-0.5, 0.5, 0.0),
vec3(0.5, -0.5, 0.0),
vec3(-0.5, -0.5, 0.0)
);
for (int i = 0; i < 4; i++) {
shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
}
shadow /= 4;
} else {
if (a_distance > 32.0) {
shadow = texture(u_wideShadows, wprojCoords.xyz);
} else {
shadow = texture(u_shadows, projCoords.xyz);
}
}
shadow = shadow * 0.5 + 0.5;
} else {
shadow = 0.5;
}
}
return shadow;
}
#endif // SHADOWS_GLSL_