So I've been messing around with ChatGPT, and it does a worryingly good job of AppGameKit code, though it favours the C version.
However tonight I decided to try it with some shaders and it was.....better than expected. The
bold sentences below are exactly what I typed....
write me a glsl shader for version 1.0 that does 3d projection shadows for a point lightHere's an example of a GLSL shader for version 1.0 that implements 3D projection shadows for a point light:
In this shader, the lightPosition uniform variable is the position of the point light in world space. The shadowMap uniform variable is a 2D texture that stores the shadow map for the point light. The shadowStrength uniform variable is a scaler that determines the strength of the shadows. The ShadowCoord varying variable holds the shadow coordinate for the current fragment, which is used to sample the shadow map.
In the main function, the shadow coordinate is divided by its w component to get the texture coordinate. The distanceFromLight variable holds the distance from the light to the surface stored in the shadow map for the current fragment. The shadow variable is then calculated by comparing the distance from the light to the surface with the depth value stored in the shadow map. If the distance is greater than the depth, the shadow strength is set to 0.5, otherwise it is set to 1.0.
Finally, the diffuse lighting is calculated by multiplying the shadow strength by the shadowStrength uniform variable and the resulting color is set as the output color for the fragment.
Comment the code to explain what each line doesHere's a commented version of the code for the 3D projection shadow shader:
add in soft shadowsHere's an example of a GLSL shader for version 1.0 that implements soft 3D projection shadows for a point light:
In this version of the shader, a new uniform variable shadowSmoothness has been added. This variable determines the smoothness of the transition from lit to shadowed. The shadow strength is now calculated by subtracting the difference between the distanceFromLight and shadowCoordinateWdivide.z from 1.0 and clamping the result between 0.0 and 1.0. The result is then multiplied by shadowStrength to determine the final diffuse lighting for the fragment.
how can that code be made faster?Here are a few ways to optimize the code for better performance:
Reduce texture lookups: You can reduce the number of texture lookups by using a higher-resolution shadow map or implementing a variance shadow map instead of a traditional shadow map. This will help reduce the amount of aliasing and reduce the number of times you need to sample the shadow map.
Use a lower-precision texture format: If your GPU supports it, you can use a lower-precision texture format (such as GL_R16F or GL_R32F) for the shadow map, which will reduce the amount of memory bandwidth required to sample the shadow map.
Use an efficient shadow sampling algorithm: Instead of using a simple texture2D lookup to sample the shadow map, you can use more advanced techniques such as percentage-closer filtering (PCF) or an exponential variance shadow map (EVSM) to improve the quality of the shadows and reduce the number of required texture lookups.
Use hardware-accelerated depth comparisons: If your GPU supports it, you can use the shadow2DProj function to perform hardware-accelerated depth comparisons between the light's depth and the depth stored in the shadow map, which can be faster than performing the depth comparison in the fragment shader.
Use the right data type: Use the right data type for your uniform variables. For example, use float instead of vec3 when possible, and use int instead of float when an integer value is sufficient.
By implementing these optimizations, you can improve the performance of your shader and achieve smoother and more accurate shadows.
can you write me a pbr shader for glsl version 1.0 that includes the shadow shader from aboveHere's an example of a PBR (physically based rendering) shader for GLSL version 1.0 that includes the shadow shader from above:
In this shader, the light direction, view direction, and halfway direction vectors are calculated based on the fragment's position, normal, and the camera and light positions. The diffuse, specular, and ambient contributions are then calculated using the light direction, normal, albedo, metallic, roughness, and AO (ambient occlusion)