stk-code_catmod/data/shaders/shadowmatrixgeneration.comp
2015-02-23 22:35:53 +01:00

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uniform mat4 SunCamMatrix;
layout (local_size_x = 4) in;
struct CascadeBoundingBox
{
int xmin;
int xmax;
int ymin;
int ymax;
int zmin;
int zmax;
};
layout (std430) buffer BoundingBoxes
{
CascadeBoundingBox BB[4];
};
layout (std140) buffer NewMatrixData
{
mat4 ShadowMatrixes[4];
};
mat4 buildProjectionMatrixOrthoLH(float left, float right, float up, float down, float zNear, float zFar)
{
mat4 M;
M[0] = vec4(2. / (right - left), 0., 0., 0.);
M[1] = vec4(0., 2. / (up - down), 0., 0.);
M[2] = vec4(0., 0., 1. / (zFar - zNear), 0.);
M[3].x = - (right + left) / (right - left);
M[3].y = - (up + down) / (up - down);
M[3].z = zNear / (zNear - zFar);
M[3].w = 1.;
return M;
}
void main()
{
if (gl_LocalInvocationIndex > 3)
return;
ShadowMatrixes[gl_LocalInvocationIndex] = buildProjectionMatrixOrthoLH(
BB[gl_LocalInvocationIndex].xmin / 4. - 1., BB[gl_LocalInvocationIndex].xmax / 4. + 1.,
BB[gl_LocalInvocationIndex].ymax / 4. + 1., BB[gl_LocalInvocationIndex].ymin / 4. - 1.,
BB[gl_LocalInvocationIndex].zmin / 4. - 100., BB[gl_LocalInvocationIndex].zmax / 4. + 1.) * SunCamMatrix;
}