#version 450 const int MAX_LIGHTS = 4; struct Light { vec4 direction; vec4 color; }; layout(location = 0) in vec2 fragUV; layout(location = 1) in vec3 fragNormal; layout(location = 2) in vec3 fragWorldPos; layout(location = 3) in vec3 fragLightSpacePos; layout(location = 0) out vec4 outColor; layout(set = 0, binding = 0) uniform UniformBufferObject { mat4 view; mat4 proj; mat4 lightSpace; vec4 ambientColor; Light lights[MAX_LIGHTS]; } ubo; layout(set = 1, binding = 0) uniform sampler2D texSampler; layout(set = 2, binding = 0) uniform sampler2D shadowMap; // 第 0 盏灯(KeyLight)的阴影因子:0.3 影中 / 1.0 受光。 // 采样器为 clamp-to-border 白色:光视锥外自动 1.0(无阴影)。 float ShadowFactor(vec3 N) { // NDC [-1,1] → UV [0,1](ortho 的 w=1,无需透视除法) vec2 uv = fragLightSpacePos.xy * 0.5 + 0.5; float closest = texture(shadowMap, uv).r; // 斜率缩放 bias:掠射面用更大的 bias 压 acne vec3 L = normalize(-ubo.lights[0].direction.xyz); float bias = max(0.004 * (1.0 - dot(N, L)), 0.0012); return (fragLightSpacePos.z - bias > closest) ? 0.3 : 1.0; } void main() { vec3 albedo = texture(texSampler, fragUV).rgb; vec3 N = normalize(fragNormal); vec3 result = ubo.ambientColor.rgb * albedo; for (int i = 0; i < MAX_LIGHTS; ++i) { vec3 L = normalize(-ubo.lights[i].direction.xyz); float diff = max(dot(N, L), 0.0); float shade = (i == 0) ? ShadowFactor(N) : 1.0; result += ubo.lights[i].color.rgb * ubo.lights[i].color.a * diff * albedo * shade; } outColor = vec4(result, 1.0); }