Reputation: 117
I am not able understand how to use sampler2DAprrayShadows and how it works. Got some part of it that we need to use depth texture values (GL_DEPTH_COMPONENT) to get the compare result with ref depth. But then how to use the return float value to get the texel.
Got reference from : http://www.khronos.org/opengles/sdk/docs/manglsl/xhtml/texture.xml
I have written a small code to test it as below: My fragment shader as:
in highp vec2 texcoord;
in highp vec4 basecolor;
out highp vec4 myFragColor;
uniform highp sampler2DArrayShadow basetexture;
void main(void)
{
highp vec3 coords = (vec3(texcoord, 0.0) + vec3(1.0, 1.0, 1.0)) / 2.0;
highp float depth = texture(basetexture, vec4(coords.x, coords.y, coords.z, -0.5));
myFragColor = vec4(depth * basecolor);
}
Created 3D texture (texdata), and binding it as :
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT16, TEX_SIZE, TEX_SIZE, TEX_SIZE, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, texdata);
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