diff options
Diffstat (limited to 'src/rend2/glsl/pshadow_fp.glsl')
-rw-r--r-- | src/rend2/glsl/pshadow_fp.glsl | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/src/rend2/glsl/pshadow_fp.glsl b/src/rend2/glsl/pshadow_fp.glsl new file mode 100644 index 00000000..b152971a --- /dev/null +++ b/src/rend2/glsl/pshadow_fp.glsl @@ -0,0 +1,98 @@ +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); +} |