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path: root/src/rend2/glsl/pshadow_fp.glsl
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Diffstat (limited to 'src/rend2/glsl/pshadow_fp.glsl')
-rw-r--r--src/rend2/glsl/pshadow_fp.glsl98
1 files changed, 0 insertions, 98 deletions
diff --git a/src/rend2/glsl/pshadow_fp.glsl b/src/rend2/glsl/pshadow_fp.glsl
deleted file mode 100644
index b152971a..00000000
--- a/src/rend2/glsl/pshadow_fp.glsl
+++ /dev/null
@@ -1,98 +0,0 @@
-uniform sampler2D u_ShadowMap;
-
-uniform vec3 u_LightForward;
-uniform vec3 u_LightUp;
-uniform vec3 u_LightRight;
-uniform vec4 u_LightOrigin;
-uniform float u_LightRadius;
-varying vec3 var_Position;
-varying vec3 var_Normal;
-
-float sampleDistMap(sampler2D texMap, vec2 uv, float scale)
-{
- vec3 distv = texture2D(texMap, uv).xyz;
- return dot(distv, vec3(1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0)) * scale;
-}
-
-void main()
-{
- vec3 lightToPos = var_Position - u_LightOrigin.xyz;
- vec2 st = vec2(-dot(u_LightRight, lightToPos), dot(u_LightUp, lightToPos));
-
- float fade = length(st);
-
-#if defined(USE_DISCARD)
- if (fade >= 1.0)
- {
- discard;
- }
-#endif
-
- fade = clamp(8.0 - fade * 8.0, 0.0, 1.0);
-
- st = st * 0.5 + vec2(0.5);
-
-#if defined(USE_SOLID_PSHADOWS)
- float intensity = max(sign(u_LightRadius - length(lightToPos)), 0.0);
-#else
- float intensity = clamp((1.0 - dot(lightToPos, lightToPos) / (u_LightRadius * u_LightRadius)) * 2.0, 0.0, 1.0);
-#endif
-
- float lightDist = length(lightToPos);
- float dist;
-
-#if defined(USE_DISCARD)
- if (dot(u_LightForward, lightToPos) <= 0.0)
- {
- discard;
- }
-
- if (dot(var_Normal, lightToPos) > 0.0)
- {
- discard;
- }
-#else
- intensity *= max(sign(dot(u_LightForward, lightToPos)), 0.0);
- intensity *= max(sign(-dot(var_Normal, lightToPos)), 0.0);
-#endif
-
- intensity *= fade;
-#if defined(USE_PCF)
- float part;
-
- dist = sampleDistMap(u_ShadowMap, st + vec2(-1.0/512.0, -1.0/512.0), u_LightRadius);
- part = max(sign(lightDist - dist), 0.0);
-
- dist = sampleDistMap(u_ShadowMap, st + vec2( 1.0/512.0, -1.0/512.0), u_LightRadius);
- part += max(sign(lightDist - dist), 0.0);
-
- dist = sampleDistMap(u_ShadowMap, st + vec2(-1.0/512.0, 1.0/512.0), u_LightRadius);
- part += max(sign(lightDist - dist), 0.0);
-
- dist = sampleDistMap(u_ShadowMap, st + vec2( 1.0/512.0, 1.0/512.0), u_LightRadius);
- part += max(sign(lightDist - dist), 0.0);
-
- #if defined(USE_DISCARD)
- if (part <= 0.0)
- {
- discard;
- }
- #endif
-
- intensity *= part * 0.25;
-#else
- dist = sampleDistMap(u_ShadowMap, st, u_LightRadius);
-
- #if defined(USE_DISCARD)
- if (lightDist - dist <= 0.0)
- {
- discard;
- }
- #endif
-
- intensity *= max(sign(lightDist - dist), 0.0);
-#endif
-
- gl_FragColor.rgb = vec3(0);
- gl_FragColor.a = clamp(intensity, 0.0, 0.75);
-}