2022-03-15 18:04:21 +00:00
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#ifndef RAIN_OCCLUSION_GLSL
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#define RAIN_OCCLUSION_GLSL
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// Use with sampler2DShadow
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layout(set = 1, binding = 4)
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uniform texture2D t_directed_occlusion_maps;
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layout(set = 1, binding = 5)
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uniform samplerShadow s_directed_occlusion_maps;
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layout (std140, set = 0, binding = 14)
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uniform u_rain_occlusion {
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mat4 occlusionMatrices;
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mat4 occlusion_texture_mat;
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};
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float rain_occlusion_at(in vec3 fragPos)
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{
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2022-03-16 12:04:02 +00:00
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float bias = 0.5;
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2022-03-15 18:04:21 +00:00
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float diskRadius = 0.01;
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const vec3 sampleOffsetDirections[20] = vec3[]
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(
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vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
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vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
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vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
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vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
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);
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2022-03-16 12:04:02 +00:00
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vec4 rain_pos = occlusion_texture_mat * vec4(fragPos - vec3(0, 0, bias), 1.0);
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2022-03-15 18:04:21 +00:00
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float visibility = textureProj(sampler2DShadow(t_directed_occlusion_maps, s_directed_occlusion_maps), rain_pos);
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return visibility;
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}
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2022-03-16 12:04:02 +00:00
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#endif
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