axmol/tests/cpp-tests/Source/shaders/simple_shadow.frag

27 lines
779 B
GLSL

#version 310 es
precision highp float;
precision highp int;
layout(location = TEXCOORD0) in vec2 v_texCoord;
layout(location = POSITION) in vec4 v_position;
layout(binding = 0) uniform sampler2D u_sampler0;
layout(binding = 1) uniform sampler2D u_sampler1;
layout(std140, binding = 0) uniform fs_ub {
vec3 u_target_pos;
vec4 u_color;
};
layout(location = SV_Target0) out vec4 FragColor;
void main(void)
{
float Radius = 4.0;//project range
vec3 UVector = vec3(1.0, 0.0, 0.0)/(2.0 * Radius);
vec3 VVector = vec3(0.0, 0.0, -1.0)/(-2.0 * Radius);
vec2 coord;
coord.x = dot(v_position.xyz - u_target_pos, UVector) + 0.5;
coord.y = dot(v_position.xyz - u_target_pos, VVector) + 0.5;
FragColor = u_color*texture(u_sampler0,v_texCoord)*texture(u_sampler1,coord);
}