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authorJames Canete <use.less01@gmail.com>2012-12-04 01:56:52 +0000
committerTim Angus <tim@ngus.net>2013-01-12 21:24:53 +0000
commit8cb69adad0915fc5de6dc87db1ae28aba44d350e (patch)
tree7db5db21b83edf73c901c4e6eae884037407adde /src/rend2/glsl/shadowmask_fp.glsl
parent815a7ae53be78f1f7108dbf086b2928d3017bbe4 (diff)
#5808 - Include and use .glsl in source (rend2)
Diffstat (limited to 'src/rend2/glsl/shadowmask_fp.glsl')
-rw-r--r--src/rend2/glsl/shadowmask_fp.glsl127
1 files changed, 127 insertions, 0 deletions
diff --git a/src/rend2/glsl/shadowmask_fp.glsl b/src/rend2/glsl/shadowmask_fp.glsl
new file mode 100644
index 00000000..2736d26c
--- /dev/null
+++ b/src/rend2/glsl/shadowmask_fp.glsl
@@ -0,0 +1,127 @@
+uniform sampler2D u_ScreenDepthMap;
+
+uniform sampler2D u_ShadowMap;
+#if defined(USE_SHADOW_CASCADE)
+uniform sampler2D u_ShadowMap2;
+uniform sampler2D u_ShadowMap3;
+#endif
+
+uniform mat4 u_ShadowMvp;
+#if defined(USE_SHADOW_CASCADE)
+uniform mat4 u_ShadowMvp2;
+uniform mat4 u_ShadowMvp3;
+#endif
+
+uniform vec3 u_ViewOrigin;
+uniform vec4 u_ViewInfo; // zfar / znear, zfar
+
+varying vec2 var_ScreenTex;
+varying vec3 var_ViewDir;
+
+// Input: It uses texture coords as the random number seed.
+// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive.
+// Author: Michael Pohoreski
+// Copyright: Copyleft 2012 :-)
+// Source: http://stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader
+
+float random( const vec2 p )
+{
+ // We need irrationals for pseudo randomness.
+ // Most (all?) known transcendental numbers will (generally) work.
+ const vec2 r = vec2(
+ 23.1406926327792690, // e^pi (Gelfond's constant)
+ 2.6651441426902251); // 2^sqrt(2) (Gelfond-Schneider constant)
+ //return fract( cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) );
+ return mod( 123456789., 1e-7 + 256. * dot(p,r) );
+}
+
+float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
+{
+ float mult;
+ float scale = 2.0 / r_shadowMapSize;
+
+#if defined(USE_SHADOW_FILTER)
+ float r = random(var_ScreenTex.xy);
+ float sinr = sin(r) * scale;
+ float cosr = cos(r) * scale;
+ mat2 rmat = mat2(cosr, sinr, -sinr, cosr);
+
+ mult = step(dist, texture2D(shadowmap, st + rmat * vec2(-0.7055767, 0.196515)).r);
+ mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.3524343, -0.7791386)).r);
+ mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.2391056, 0.9189604)).r);
+ #if defined(USE_SHADOW_FILTER2)
+ mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.07580382, -0.09224417)).r);
+ mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.5784913, -0.002528916)).r);
+ mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.192888, 0.4064181)).r);
+ mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.6335801, -0.5247476)).r);
+ mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.5579782, 0.7491854)).r);
+ mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.7320465, 0.6317794)).r);
+
+ mult *= 0.11111;
+ #else
+ mult *= 0.33333;
+ #endif
+#else
+ mult = step(dist, texture2D(shadowmap, st).r);
+#endif
+
+ return mult;
+}
+
+float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear)
+{
+ float sampleZDivW = texture2D(depthMap, tex).r;
+ return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
+}
+
+void main()
+{
+ float result;
+
+ float depth = getLinearDepth(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x);
+ float sampleZ = u_ViewInfo.y * depth;
+
+ vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * depth * 0.99, 1.0);
+
+ vec4 shadowpos = u_ShadowMvp * biasPos;
+
+#if defined(USE_SHADOW_CASCADE)
+ const float fadeTo = 0.5;
+ result = fadeTo;
+#else
+ result = 0.0;
+#endif
+
+ if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
+ {
+ shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
+ result = PCF(u_ShadowMap, shadowpos.xy, shadowpos.z);
+ }
+#if defined(USE_SHADOW_CASCADE)
+ else
+ {
+ shadowpos = u_ShadowMvp2 * biasPos;
+
+ if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
+ {
+ shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
+ result = PCF(u_ShadowMap2, shadowpos.xy, shadowpos.z);
+ }
+ else
+ {
+ shadowpos = u_ShadowMvp3 * biasPos;
+
+ if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
+ {
+ shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
+ result = PCF(u_ShadowMap3, shadowpos.xy, shadowpos.z);
+
+ float fade = clamp(sampleZ / r_shadowCascadeZFar * 10.0 - 9.0, 0.0, 1.0);
+ result = mix(result, fadeTo, fade);
+ }
+ }
+ }
+#endif
+
+ gl_FragColor = vec4(vec3(result), 1.0);
+}