diff options
author | SmileTheory <SmileTheory@gmail.com> | 2014-07-31 21:01:57 -0700 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2014-08-28 11:13:04 +0100 |
commit | d2c5e367fcd4a9e1cf39d74638dc80b2af29361a (patch) | |
tree | b470e3e8f16e5102eea02a3c96fb98c295daa64f /src/renderergl2/glsl | |
parent | 6f6faa4cb4a2be5fc0a30125e44f6dcd74509fd4 (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.glsl | 91 |
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); } |