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Commit 7d230fb

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cleanup
1 parent 732a8e6 commit 7d230fb

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2 files changed

+11
-26
lines changed

2 files changed

+11
-26
lines changed

Shaders/ShadowMapping/Scene.frag

Lines changed: 11 additions & 25 deletions
Original file line numberDiff line numberDiff line change
@@ -124,37 +124,23 @@ void main()
124124
ao,
125125
NoV);
126126

127-
uint cascadeIndex = 0;
128-
for (uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; ++i)
129-
{
130-
if (viewPos.z < shadowUBO.splitDepths[i])
131-
{
132-
cascadeIndex = i + 1;
133-
}
134-
}
127+
128+
// Obtaining the cascadeIndex below is optimized for SHADOW_MAP_CASCADE_COUNT = 4
129+
vec4 res = step(viewPos.z, shadowUBO.splitDepths);
130+
uint cascadeIndex = uint(res.x + res.y + res.z + res.w);
135131

136132
vec4 shadowPos = biasMat * shadowUBO.lightSpaceMatrices[cascadeIndex] * vec4(worldPos, 1.0);
137133

138134
float shadow = ShadowPCF(shadowPos / shadowPos.w, cascadeIndex);
139-
140135
vec3 color = ambient + emissive + (Lo * shadow);
141-
//vec3 color = ambient + emissive + (Lo);
142-
143136
fragColor = vec4(color, 1.0);
144137

145-
/*switch (cascadeIndex)
138+
// For debugging
139+
switch (cascadeIndex)
146140
{
147-
case 0:
148-
fragColor.rgb *= vec3(1.0f, 0.25f, 0.25f);
149-
break;
150-
case 1:
151-
fragColor.rgb *= vec3(0.25f, 1.0f, 0.25f);
152-
break;
153-
case 2:
154-
fragColor.rgb *= vec3(0.25f, 0.25f, 1.0f);
155-
break;
156-
case 3:
157-
fragColor.rgb *= vec3(1.0f, 0.25f, 0.25f);
158-
break;
159-
}*/
141+
case 0: fragColor.rgb *= vec3(1.0f, 0.25f, 0.25f); break;
142+
case 1: fragColor.rgb *= vec3(0.25f, 1.0f, 0.25f); break;
143+
case 2: fragColor.rgb *= vec3(0.25f, 0.25f, 1.0f); break;
144+
case 3: fragColor.rgb *= vec3(1.0f, 0.25f, 0.25f); break;
145+
}
160146
}

Shaders/ShadowMapping/UBO.glsl

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,3 @@
1-
// TODO Use specialization constant
21
#define SHADOW_MAP_CASCADE_COUNT 4
32

43
struct ShadowUBO

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