diff options
Diffstat (limited to 'src/rend2/glsl/pshadow_fp.glsl')
-rw-r--r-- | src/rend2/glsl/pshadow_fp.glsl | 98 |
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); -} |