diff options
Diffstat (limited to 'src/rend2/glsl')
-rw-r--r-- | src/rend2/glsl/lightall_fp.glsl | 7 | ||||
-rw-r--r-- | src/rend2/glsl/lightall_vp.glsl | 8 | ||||
-rw-r--r-- | src/rend2/glsl/shadowmask_fp.glsl | 6 | ||||
-rw-r--r-- | src/rend2/glsl/shadowmask_vp.glsl | 8 |
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; } |