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path: root/src/rend2/glsl/pshadow_fp.glsl
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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);
}