EG/RenderPipelineFile/toolkit/bake_gi/resources/first-bounce.frag.glsl
2025-07-24 11:37:46 +08:00

33 lines
821 B
GLSL

#version 430
in vec3 ws_position;
in vec3 ws_normal;
in vec2 ws_uv;
uniform sampler2D p3d_Texture0;
uniform sampler2D ShadowMap;
uniform mat4 shadowMVP;
uniform vec3 sunVector;
out vec4 color;
const vec3 sun_color = vec3(1.4, 1.1, 1.0) * 1;
void main() {
vec4 projected = shadowMVP * vec4(ws_position, 1);
vec3 shadow_space_pos = projected.xyz / projected.w * 0.5 + 0.5;
float actual_depth = textureLod(ShadowMap, shadow_space_pos.xy, 0).x;
const float bias = 0.001;
float shadow = actual_depth >= shadow_space_pos.z - bias ? 1.0 : 0.0;
float NxL = max(0.0, dot(ws_normal, sunVector));
vec3 basecolor = texture(p3d_Texture0, ws_uv).xyz;
// basecolor = vec3(0.8);
vec3 ambient = vec3(0.0001) * basecolor;
color = vec4(basecolor * NxL * shadow * sun_color + ambient, 1);
}