2022-03-15 18:04:21 +00:00
|
|
|
|
|
|
|
#ifndef RAIN_OCCLUSION_GLSL
|
|
|
|
#define RAIN_OCCLUSION_GLSL
|
|
|
|
|
|
|
|
// Use with sampler2DShadow
|
|
|
|
layout(set = 1, binding = 4)
|
|
|
|
uniform texture2D t_directed_occlusion_maps;
|
|
|
|
layout(set = 1, binding = 5)
|
|
|
|
uniform samplerShadow s_directed_occlusion_maps;
|
|
|
|
|
|
|
|
layout (std140, set = 0, binding = 14)
|
|
|
|
uniform u_rain_occlusion {
|
|
|
|
mat4 occlusionMatrices;
|
|
|
|
mat4 occlusion_texture_mat;
|
|
|
|
};
|
|
|
|
|
|
|
|
float rain_occlusion_at(in vec3 fragPos)
|
|
|
|
{
|
2022-03-16 12:22:30 +00:00
|
|
|
float bias = -0.2;
|
2022-03-15 18:04:21 +00:00
|
|
|
|
2022-03-16 12:22:30 +00:00
|
|
|
vec4 rain_pos = occlusion_texture_mat * vec4(fragPos, 1.0) - vec4(0, 0, bias, 0);
|
2022-03-15 18:04:21 +00:00
|
|
|
|
|
|
|
float visibility = textureProj(sampler2DShadow(t_directed_occlusion_maps, s_directed_occlusion_maps), rain_pos);
|
|
|
|
|
|
|
|
return visibility;
|
|
|
|
}
|
2022-03-16 12:04:02 +00:00
|
|
|
#endif
|