added shadowmap renderer

This commit is contained in:
j3oss
2021-07-21 18:49:26 +02:00
parent d38152022e
commit f9018c9878
+55
View File
@@ -0,0 +1,55 @@
#version 450
#extension GL_EXT_nonuniform_qualifier : require
struct Vertex {
vec4 position;
vec4 normal;
vec2 uv[2];
vec4 tangent;
vec4 bitangent; // No longer needed. // TODO remove
};
struct Light {
mat4 tranform;
vec4 color;
float intensity;
};
layout( push_constant ) uniform constants
{
mat4 transform;
uint indexBufferIndex;
uint vertexBufferIndex;
} PushConstants;
layout(set = 0, binding = 1) buffer VertexBuffer {
layout(align = 16) Vertex vertices[];
} VertexBuffers[];
layout(set = 0, binding = 2) buffer IndexBuffer {
uint indices[];
} IndexBuffers[];
const int MAX_LIGHT_COUNT = 128;
layout(set = 1, binding = 0) uniform LightBuffer {
layout(align = 16) Light lights[MAX_LIGHT_COUNT];
} LightsBuffer;
float near = 10;
float far = 0.1;
void main()
{
uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex];
Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ];
mat4 lightView = transpose(inverse( LightsBuffer.lights[0].tranform));
mat4 lightProjection = mat4(1.0);
lightProjection[3][2] = -(far+near)/(far-near);
lightProjection[2][2] = -2/(far-near);
mat4 lightSpaceMatrix = lightProjection * lightView;
gl_Position = lightSpaceMatrix * PushConstants.transform * vec4(vertex.position.xyz, 1.0);
}