Get light pos directly from matrices, debugging shadowmaps

This commit is contained in:
Lauri Räsänen 2023-11-04 18:15:11 +02:00
parent 2dc20ad12c
commit 5e0001e2e1
4 changed files with 49 additions and 20 deletions

View file

@ -82,6 +82,31 @@ fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
index,
light_coords.z * proj_correction
);
/*
var coords = light_coords;
// correct projection
coords.x /= coords.w;
coords.y /= coords.w;
coords.z /= coords.w;
// flip correction
coords.x *= 0.5;
coords.y *= -0.5;
// map to [0,1] range
coords.x += 0.5;
coords.y += 0.5;
return textureSampleCompareLevel(
t_light_depth,
s_light_depth,
coords.xy,
index,
coords.z
);
*/
}
@fragment
@ -100,8 +125,8 @@ fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
var total_radiance: vec3<f32>;
var in_light = 0.0;
for (var i: i32 = 0; i < 6; i++) {
in_light = sample_direct_light(i, light.matrices[i] * (vert.world_position - vec4<f32>(light.position, 0.0)));
for (var i: i32 = 0; i < 1; i++) {
in_light = sample_direct_light(i, light.matrices[i] * vert.world_position);
if (in_light > 0.0) {
break;
}