blob: 8fefe2bb424886fba82f8835ba29b7069e81d024 [file] [log] [blame]
#version 440
layout(location = 0) in vec4 vLCVertPos;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2DShadow shadowMap;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
mat4 lightMvp;
mat4 shadowBias;
int useShadow;
} ubuf;
void main()
{
vec4 adjustedLcVertPos = vLCVertPos;
adjustedLcVertPos.z -= 0.0001; // bias to avoid acne
// no textureProj, that seems to end up not doing the perspective divide for z (?)
vec3 v = adjustedLcVertPos.xyz / adjustedLcVertPos.w;
float sc = texture(shadowMap, v); // sampler is comparison enabled so compares to z
float shadowFactor = 0.2;
if (sc > 0 || ubuf.useShadow == 0)
shadowFactor = 1.0;
fragColor = vec4(0.5, 0.3 + ubuf.useShadow * 0.2, 0.7, 1.0) * shadowFactor;
}