mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
- Fix shadow depth image layout transitions by tracking per-frame old/new layouts. - Update receiver shadow projection to Vulkan clip-depth convention. - Test inverted shadow compare op path (GREATER_OR_EQUAL). - Switch shadow compare samplers to NEAREST filtering for broader Vulkan compatibility. - Expand shadow caster coverage by disabling caster cull filtering in WMO/M2/Character shadow pipelines. - Keep light-space matrix path on stable character-centered framing.
82 lines
2.4 KiB
GLSL
82 lines
2.4 KiB
GLSL
#version 450
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layout(set = 0, binding = 0) uniform PerFrame {
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mat4 view;
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mat4 projection;
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mat4 lightSpaceMatrix;
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vec4 lightDir;
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vec4 lightColor;
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vec4 ambientColor;
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vec4 viewPos;
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vec4 fogColor;
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vec4 fogParams;
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vec4 shadowParams;
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};
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layout(set = 1, binding = 0) uniform sampler2D uTexture;
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layout(set = 1, binding = 1) uniform WMOMaterial {
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int hasTexture;
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int alphaTest;
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int unlit;
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int isInterior;
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float specularIntensity;
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};
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layout(set = 0, binding = 1) uniform sampler2DShadow uShadowMap;
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layout(location = 0) in vec3 FragPos;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec2 TexCoord;
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layout(location = 3) in vec4 VertColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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vec4 texColor = hasTexture != 0 ? texture(uTexture, TexCoord) : vec4(1.0);
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if (alphaTest != 0 && texColor.a < 0.5) discard;
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vec3 norm = normalize(Normal);
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if (!gl_FrontFacing) norm = -norm;
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vec3 result;
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if (unlit != 0) {
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result = texColor.rgb;
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} else if (isInterior != 0) {
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vec3 mocv = max(VertColor.rgb, vec3(0.5));
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result = texColor.rgb * mocv;
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} else {
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vec3 ldir = normalize(-lightDir.xyz);
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float diff = max(dot(norm, ldir), 0.0);
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vec3 viewDir = normalize(viewPos.xyz - FragPos);
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vec3 halfDir = normalize(ldir + viewDir);
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float spec = pow(max(dot(norm, halfDir), 0.0), 32.0) * specularIntensity;
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float shadow = 1.0;
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if (shadowParams.x > 0.5) {
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vec4 lsPos = lightSpaceMatrix * vec4(FragPos, 1.0);
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vec3 proj = lsPos.xyz / lsPos.w;
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proj.xy = proj.xy * 0.5 + 0.5;
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if (proj.x >= 0.0 && proj.x <= 1.0 &&
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proj.y >= 0.0 && proj.y <= 1.0 &&
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proj.z >= 0.0 && proj.z <= 1.0) {
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float bias = max(0.0005 * (1.0 - dot(norm, ldir)), 0.00005);
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shadow = texture(uShadowMap, vec3(proj.xy, proj.z - bias));
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}
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shadow = mix(1.0, shadow, shadowParams.y);
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}
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result = ambientColor.rgb * texColor.rgb
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+ shadow * (diff * lightColor.rgb * texColor.rgb + spec * lightColor.rgb);
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result *= max(VertColor.rgb, vec3(0.5));
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}
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float dist = length(viewPos.xyz - FragPos);
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float fogFactor = clamp((fogParams.y - dist) / (fogParams.y - fogParams.x), 0.0, 1.0);
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result = mix(fogColor.rgb, result, fogFactor);
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outColor = vec4(result, texColor.a);
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}
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