Created
September 8, 2020 04:05
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sampling from a cube map as though it were a 3d texture
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float ComputeShadow(float4 positionLightSpace, int directionalLightIndex) | |
{ | |
float bias = 0.005; | |
// maps to [-1, 1] | |
float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w; | |
// map our UV sample coordinates to a cube map sample vector | |
float3 cubeMapSampleVector; | |
if (directionalLightIndex == 0) | |
{ | |
cubeMapSampleVector = float3(1.0f, projectionCoords.y, -projectionCoords.x); | |
} | |
else if (directionalLightIndex == 1) | |
{ | |
cubeMapSampleVector = float3(-1.0f, projectionCoords.y, projectionCoords.x); | |
} | |
else if (directionalLightIndex == 2) | |
{ | |
cubeMapSampleVector = float3(projectionCoords.x, 1.0f, projectionCoords.y); | |
} | |
else if (directionalLightIndex == 3) | |
{ | |
cubeMapSampleVector = float3(projectionCoords.x, -1.0f, -projectionCoords.y); | |
} | |
else if (directionalLightIndex == 4) | |
{ | |
cubeMapSampleVector = float3(projectionCoords.x, projectionCoords.y, 1.0); | |
} | |
else | |
{ | |
cubeMapSampleVector = float3(-projectionCoords.x, projectionCoords.y, -1.0); | |
} | |
float closestDepth = SAMPLE_CUBEMAP(shadowMap, cubeMapSampleVector).r; | |
float currentDepth = projectionCoords.z; | |
if (projectionCoords.z > 1.0) { return 0.0; } | |
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0; | |
return shadow; | |
} |
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