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authorSmileTheory <SmileTheory@gmail.com>2014-07-31 21:01:57 -0700
committerTim Angus <tim@ngus.net>2014-08-28 11:13:04 +0100
commitd2c5e367fcd4a9e1cf39d74638dc80b2af29361a (patch)
treeb470e3e8f16e5102eea02a3c96fb98c295daa64f /src/renderergl2/glsl
parent6f6faa4cb4a2be5fc0a30125e44f6dcd74509fd4 (diff)
OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
Diffstat (limited to 'src/renderergl2/glsl')
-rw-r--r--src/renderergl2/glsl/shadowmask_fp.glsl91
1 files changed, 51 insertions, 40 deletions
diff --git a/src/renderergl2/glsl/shadowmask_fp.glsl b/src/renderergl2/glsl/shadowmask_fp.glsl
index b489fef5..8a5597a9 100644
--- a/src/renderergl2/glsl/shadowmask_fp.glsl
+++ b/src/renderergl2/glsl/shadowmask_fp.glsl
@@ -1,15 +1,17 @@
uniform sampler2D u_ScreenDepthMap;
-uniform sampler2D u_ShadowMap;
+uniform sampler2DShadow u_ShadowMap;
#if defined(USE_SHADOW_CASCADE)
-uniform sampler2D u_ShadowMap2;
-uniform sampler2D u_ShadowMap3;
+uniform sampler2DShadow u_ShadowMap2;
+uniform sampler2DShadow u_ShadowMap3;
+uniform sampler2DShadow u_ShadowMap4;
#endif
uniform mat4 u_ShadowMvp;
#if defined(USE_SHADOW_CASCADE)
uniform mat4 u_ShadowMvp2;
uniform mat4 u_ShadowMvp3;
+uniform mat4 u_ShadowMvp4;
#endif
uniform vec3 u_ViewOrigin;
@@ -39,94 +41,103 @@ float random( const vec2 p )
return mod( 123456789., 1e-7 + 256. * dot(p,r) );
}
-float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
+float PCF(const sampler2DShadow shadowmap, const vec2 st, const float dist)
{
float mult;
float scale = 2.0 / r_shadowMapSize;
+#if 0
+ // from http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html
+ vec2 offset = vec2(greaterThan(fract(var_DepthTex.xy * r_FBufScale * 0.5), vec2(0.25)));
+ offset.y += offset.x;
+ if (offset.y > 1.1) offset.y = 0.0;
+
+ mult = shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, 0.5)) * scale, dist)).r
+ + shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, 0.5)) * scale, dist)).r
+ + shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, -1.5)) * scale, dist)).r
+ + shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, -1.5)) * scale, dist)).r;
+
+ mult *= 0.25;
+#endif
+
#if defined(USE_SHADOW_FILTER)
float r = random(var_DepthTex.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);
+ mult = shadow2D(shadowmap, vec3(st + rmat * vec2(-0.7055767, 0.196515), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.3524343, -0.7791386), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.2391056, 0.9189604), dist)).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 += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.07580382, -0.09224417), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.5784913, -0.002528916), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.192888, 0.4064181), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.6335801, -0.5247476), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.5579782, 0.7491854), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.7320465, 0.6317794), dist)).r;
mult *= 0.11111;
#else
mult *= 0.33333;
#endif
#else
- mult = step(dist, texture2D(shadowmap, st).r);
+ mult = shadow2D(shadowmap, vec3(st, dist));
#endif
-
+
return mult;
}
float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear)
{
- float sampleZDivW = texture2D(depthMap, tex).r;
- sampleZDivW -= DEPTH_MAX_ERROR;
- return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
+ float sampleZDivW = texture2D(depthMap, tex).r - DEPTH_MAX_ERROR;
+ return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
void main()
{
float result;
-
- float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
- float sampleZ = u_ViewInfo.y * depth;
+ float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * (depth - 0.5 / u_ViewInfo.x), 1.0);
-
+
vec4 shadowpos = u_ShadowMvp * biasPos;
-
-#if defined(USE_SHADOW_CASCADE)
- const float fadeTo = 1.0;
- result = fadeTo;
-#else
- result = 0.0;
-#endif
- if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
+#if defined(USE_SHADOW_CASCADE)
+ if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
- shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
+#endif
+ shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(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)))))
+ if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
- shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
+ shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(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)))))
+ if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
- shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
+ shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(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);
+ }
+ else
+ {
+ shadowpos = u_ShadowMvp4 * biasPos;
+ shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
+ result = PCF(u_ShadowMap4, shadowpos.xy, shadowpos.z);
}
}
}
#endif
-
+
gl_FragColor = vec4(vec3(result), 1.0);
}