summaryrefslogtreecommitdiff
path: root/src/rend2/glsl
diff options
context:
space:
mode:
Diffstat (limited to 'src/rend2/glsl')
-rw-r--r--src/rend2/glsl/lightall_fp.glsl7
-rw-r--r--src/rend2/glsl/lightall_vp.glsl8
-rw-r--r--src/rend2/glsl/shadowmask_fp.glsl6
-rw-r--r--src/rend2/glsl/shadowmask_vp.glsl8
4 files changed, 7 insertions, 22 deletions
diff --git a/src/rend2/glsl/lightall_fp.glsl b/src/rend2/glsl/lightall_fp.glsl
index 13bb2c48..f7e091ac 100644
--- a/src/rend2/glsl/lightall_fp.glsl
+++ b/src/rend2/glsl/lightall_fp.glsl
@@ -63,10 +63,6 @@ varying vec3 var_VertLight;
varying vec3 var_WorldLight;
#endif
-#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
-varying vec4 var_ScreenPos;
-#endif
-
#define EPSILON 0.00000001
#if defined(USE_PARALLAXMAP)
@@ -228,8 +224,7 @@ void main()
vec3 ambientLight = u_AmbientLight;
#if defined(USE_SHADOWMAP)
- //vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
- vec2 shadowTex = var_ScreenPos.xy / var_ScreenPos.w;
+ vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
directedLight *= texture2D(u_ShadowMap, shadowTex).r;
#endif
#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
diff --git a/src/rend2/glsl/lightall_vp.glsl b/src/rend2/glsl/lightall_vp.glsl
index 3db22fba..d3c61683 100644
--- a/src/rend2/glsl/lightall_vp.glsl
+++ b/src/rend2/glsl/lightall_vp.glsl
@@ -92,10 +92,6 @@ varying vec3 var_VertLight;
varying vec3 var_WorldLight;
#endif
-#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
-varying vec4 var_ScreenPos;
-#endif
-
#if defined(USE_TCMOD)
vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
{
@@ -133,10 +129,6 @@ void main()
gl_Position = u_ModelViewProjectionMatrix * position;
-#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
- var_ScreenPos = gl_Position + vec2(1.0, 0.0).xxyx * gl_Position.w;
-#endif
-
#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
vec3 worldLight = attr_LightDirection;
#endif
diff --git a/src/rend2/glsl/shadowmask_fp.glsl b/src/rend2/glsl/shadowmask_fp.glsl
index 2736d26c..b3a698c8 100644
--- a/src/rend2/glsl/shadowmask_fp.glsl
+++ b/src/rend2/glsl/shadowmask_fp.glsl
@@ -15,7 +15,7 @@ uniform mat4 u_ShadowMvp3;
uniform vec3 u_ViewOrigin;
uniform vec4 u_ViewInfo; // zfar / znear, zfar
-varying vec2 var_ScreenTex;
+varying vec2 var_DepthTex;
varying vec3 var_ViewDir;
// Input: It uses texture coords as the random number seed.
@@ -41,7 +41,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
float scale = 2.0 / r_shadowMapSize;
#if defined(USE_SHADOW_FILTER)
- float r = random(var_ScreenTex.xy);
+ float r = random(var_DepthTex.xy);
float sinr = sin(r) * scale;
float cosr = cos(r) * scale;
mat2 rmat = mat2(cosr, sinr, -sinr, cosr);
@@ -78,7 +78,7 @@ void main()
{
float result;
- float depth = getLinearDepth(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x);
+ float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
float sampleZ = u_ViewInfo.y * depth;
vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * depth * 0.99, 1.0);
diff --git a/src/rend2/glsl/shadowmask_vp.glsl b/src/rend2/glsl/shadowmask_vp.glsl
index b4adf58f..13166a24 100644
--- a/src/rend2/glsl/shadowmask_vp.glsl
+++ b/src/rend2/glsl/shadowmask_vp.glsl
@@ -6,15 +6,13 @@ uniform vec3 u_ViewLeft;
uniform vec3 u_ViewUp;
uniform vec4 u_ViewInfo; // zfar / znear
-varying vec2 var_ScreenTex;
+varying vec2 var_DepthTex;
varying vec3 var_ViewDir;
void main()
{
gl_Position = attr_Position;
- //vec2 screenCoords = gl_Position.xy / gl_Position.w;
- //var_ScreenTex = screenCoords * 0.5 + 0.5;
- var_ScreenTex = attr_TexCoord0.xy;
- vec2 screenCoords = attr_TexCoord0.xy * 2.0 - 1.0;
+ vec2 screenCoords = gl_Position.xy / gl_Position.w;
+ var_DepthTex = attr_TexCoord0.xy;
var_ViewDir = u_ViewForward + u_ViewLeft * -screenCoords.x + u_ViewUp * screenCoords.y;
}