diff --git a/data/shaders/fs_deferred_lighting.glsl b/data/shaders/fs_deferred_lighting.glsl index 229c5ee..21cb729 100644 --- a/data/shaders/fs_deferred_lighting.glsl +++ b/data/shaders/fs_deferred_lighting.glsl @@ -29,7 +29,7 @@ float ShadowCalculationPCF(vec4 frag_pos_light_space, vec3 frag_normal_light_spa projected_coordinates = projected_coordinates * 0.5 + 0.5; if (abs(projected_coordinates.z) > 1.0 ) { - return 1.0; + return 0.0; } float current_depth = projected_coordinates.z; @@ -74,6 +74,16 @@ float ShadowCalculation(vec4 frag_pos_light_space, vec3 frag_normal_light_space) return current_depth - bias > closest_depth ? 1.0 : 0.0; } +vec3 get_cascade_color (float depth) { + if (depth < 0.97) { + return vec3 (1.0, 0.0, 0.0); + } else if (depth < 0.99) { + return vec3 (0.0, 1.0, 0.0); + } + + return vec3 (0.0, 0.0, 1.0); +} + void main() { vec3 color = texture(uColor, ioFragTexCoords).rgb; vec3 normal = texture (uNormal, ioFragTexCoords).xyz; @@ -102,7 +112,9 @@ void main() { vec4 position_light_space = uViewToLightSpaceMatrix * vec4(position, 1.0); vec3 normal_light_space = (transpose(inverse(uViewToLightSpaceMatrix)) * vec4(normal, 1.0)).xyz; float shadow = ShadowCalculationPCF(position_light_space, normal); - - outColor = (ambient * ambient_occlusion + (1.0 - shadow) * (diffuse + specular)) * ambient_occlusion; + +// vec3 cascade = get_cascade_color(depth); +// ambient = cascade; + outColor = (ambient + (1.0 - shadow) * (diffuse + specular)) * ambient_occlusion; // outColor = (ambient + (diffuse + specular)) * ambient_occlusion; }