Added basic shadows to point lights; Better than directional shadows
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@@ -0,0 +1,12 @@
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#version 330 core
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in vec4 fragPos;
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uniform vec3 lightPos;
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uniform float farPlane;
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void main() {
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float dist = length(fragPos.xyz - lightPos);
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dist /= farPlane;
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gl_FragDepth = dist;
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}
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@@ -0,0 +1,20 @@
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#version 330 core
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 18) out;
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uniform mat4 lightSpaceMat[6];
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out vec4 fragPos;
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void main() {
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for (int face = 0; face < 6; face++) {
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gl_Layer = face;
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for (int i = 0; i < 3; i++) {
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fragPos = gl_in[i].gl_Position;
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gl_Position = lightSpaceMat[face] * fragPos;
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EmitVertex();
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}
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EndPrimitive();
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}
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}
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@@ -0,0 +1,9 @@
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#version 330 core
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layout(location = 0) in vec3 pos;
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uniform mat4 model;
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void main() {
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gl_Position = model * vec4(pos, 1.0);
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}
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