shadows
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+13
-1
@@ -13,6 +13,7 @@ layout(set=0,binding=0) uniform Uniforms {
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mat4 _ViewMatrix;
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mat4 _ProjMatrixInv;
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vec3 _CamPos;
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vec3 _SunDir;
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float _Time;
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};
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layout(set=1,binding=0) uniform usampler3D _NodesTexture;
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@@ -27,16 +28,27 @@ layout(set=3, binding=0) uniform Materials {
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// #define NEAR 0.01
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// Include
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#include "structs.cginc"
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#include "shading.cginc"
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#include "raycasting.cginc"
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void main()
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{
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// Black by default
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out_color = vec4(0,0,0,1);
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// Calculate ray direction
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vec3 view_dir = (_ProjMatrixInv * vec4(vert_uv, 0, 1)).xyz;
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vec3 ray_dir = normalize(_ViewMatrix * vec4(view_dir,0)).xyz;
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// Raycast
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out_color = vec4(castNodes(_CamPos, ray_dir), 1.0);
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HitResult primary = castNodes(_CamPos, ray_dir);
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if(primary.data > 0)
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{
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out_color = vec4(applyLighting(primary.pos, ray_dir, primary.normal, primary.data), 1.0);
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HitResult shadow = castNodes(primary.pos-ray_dir*0.000001, _SunDir);
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if(shadow.data > 0) out_color *= 0.1;
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}
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}
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