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Commit 81a83df

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cleanup
1 parent 2e6b1e6 commit 81a83df

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3 files changed

+8
-22
lines changed

3 files changed

+8
-22
lines changed

Shaders/ShadowMapping/PCF.glsl

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -9,7 +9,8 @@ float ShadowPCF(vec4 sc, uint cascadeIndex)
99
vec3 lightDir = normalize(shadowUBO.lightPosition.xyz - worldPos);
1010
float bias = max(shadowUBO.shadowMaxBias * (1.0 - dot(N, lightDir)), shadowUBO.shadowMinBias);
1111

12-
const int range = 2;
12+
// TODO Find out a better blurring technique concerning multiple shadow maps
13+
const int range = 1;
1314
float shadow = 0.0;
1415
int count = 0;
1516
for (int x = -range; x <= range; x++)

Shaders/ShadowMapping/Scene.frag

Lines changed: 3 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -21,12 +21,10 @@ Fragment shader for
2121
#include <Bindless//MeshData.glsl>
2222

2323
layout(location = 0) in vec3 worldPos;
24-
layout(location = 1) in vec2 texCoord;
25-
layout(location = 2) in vec3 normal;
26-
layout(location = 3) in vec3 viewPos;
27-
//layout(location = 3) in vec4 shadowPos;
24+
layout(location = 1) in vec3 viewPos;
25+
layout(location = 2) in vec2 texCoord;
26+
layout(location = 3) in vec3 normal;
2827
layout(location = 4) in flat uint meshIndex;
29-
//layout(location = 5) in flat uint cascadeIndex;
3028

3129
layout(location = 0) out vec4 fragColor;
3230

Shaders/ShadowMapping/Scene.vert

Lines changed: 3 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -12,12 +12,10 @@ Vertex shader for
1212
#include <Bindless//VertexData.glsl>
1313

1414
layout(location = 0) out vec3 worldPos;
15-
layout(location = 1) out vec2 texCoord;
16-
layout(location = 2) out vec3 normal;
17-
layout(location = 3) out vec3 viewPos;
18-
//layout(location = 3) out vec4 shadowPos;
15+
layout(location = 1) out vec3 viewPos;
16+
layout(location = 2) out vec2 texCoord;
17+
layout(location = 3) out vec3 normal;
1918
layout(location = 4) out flat uint meshIndex;
20-
//layout(location = 5) out flat uint cascadeIndex;
2119

2220
// UBO
2321
layout(set = 0, binding = 0)
@@ -60,20 +58,9 @@ void main()
6058
mat3 normalMatrix = transpose(inverse(mat3(model)));
6159

6260
worldPos = (model * vertexData.position).xyz;
63-
64-
// Calculate cascade index
6561
viewPos = (camUBO.view * vec4(worldPos, 1.0)).xyz;
66-
/*for (uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; ++i)
67-
{
68-
if (viewPos.z < shadowUBO.splitDepths[i])
69-
{
70-
cascadeIndex = i + 1;
71-
}
72-
}*/
73-
7462
texCoord = vertexData.uv.xy;
7563
normal = normalMatrix * vertexData.normal.xyz;
7664
meshIndex = gl_BaseInstance;
77-
//shadowPos = biasMat * shadowUBO.lightSpaceMatrices[cascadeIndex] * model * vertexData.position;
7865
gl_Position = camUBO.projection * camUBO.view * vec4(worldPos, 1.0);
7966
}

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