Files
Eclipse-Shader/shaders/dimensions/voxels_shadow.fsh
T
2026-02-09 16:36:57 +01:00

37 lines
911 B
GLSL

#include "/lib/settings.glsl"
in vec3 worldPos;
in vec3 cageNormal;
in vec3 color;
uniform int frameCounter, frameTime;
uniform float viewWidth, viewHeight;
uniform vec3 cameraPosition;
uniform mat4 shadowProjection, shadowProjectionInverse;
uniform mat4 shadowModelView, shadowModelViewInverse;
uniform sampler2D depthtex0;
#include "/photonics/photonics.glsl"
void main() {
#ifdef NETHER_SHADER
discard;
#else
RayJob ray = RayJob(vec3(0), vec3(0), vec3(0), vec3(0), vec3(0), false);
ray.origin = worldPos - world_offset - 0.01f * cageNormal;
ray.direction = mat3(shadowModelViewInverse) * vec3(0.0f, 0.0f, -1.0f);
ray_constraint = ivec3(ray.origin);
trace_ray(ray);
if (!ray.result_hit) {
discard;
}
vec4 shadowColor = vec4(ray.result_color * color, 1.0f);
gl_FragData[0] = shadowColor;
#endif
}