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Added skinned mesh shadow
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@@ -180,7 +180,7 @@ float ShadowCalculation(Light light, vec3 FragPos, vec3 normal)
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float bias = max(0.005 * (1.0 - dot(normal, light.Direction)), 0.0005);
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//float pcfDepth = texture(ShadowMaps[shadowmap], vec3(projCoords.xy, currentDepth), bias);
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if (shadowmap <= 3)
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if (shadowmap <= 4)
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{
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const float NUM_SAMPLES = 4.f;
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const float SAMPLES_START = (NUM_SAMPLES - 1.0f) / 2.0f;
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45
Editor/resources/Shaders/shadowMap_skinned.shader
Normal file
45
Editor/resources/Shaders/shadowMap_skinned.shader
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@@ -0,0 +1,45 @@
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#shader vertex
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#version 460 core
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec2 UVPosition;
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layout(location = 2) in vec3 Normal;
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layout(location = 3) in vec3 Tangent;
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layout(location = 4) in vec3 Bitangent;
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layout(location = 5) in ivec4 BoneIDs;
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layout(location = 6) in vec4 Weights;
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uniform mat4 u_LightTransform;
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const int MAX_BONES = 200;
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const int MAX_BONES_INFLUENCE = 4;
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uniform mat4 u_FinalBonesMatrice[MAX_BONES];
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void main()
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{
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vec4 totalPosition = vec4(0.0f);
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for (int i = 0; i < MAX_BONES_INFLUENCE; i++)
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{
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if (BoneIDs[i] == -1)
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{
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continue;
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}
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if (BoneIDs[i] >= MAX_BONES)
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{
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totalPosition = vec4(Position, 1.0f);
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break;
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}
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vec4 localPosition = u_FinalBonesMatrice[BoneIDs[i]] * vec4(Position, 1.0f);
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totalPosition += localPosition * Weights[i];
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// vec3 localNormal = mat3(u_FinalBonesMatrice[BoneIDs[i]]) * Normal;
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}
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gl_Position = u_LightTransform * totalPosition;
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}
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#shader fragment
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#version 460 core
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void main() { }
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