Unbork shadow shaders by tweaking normal unpack.

This commit is contained in:
Shyotl
2012-10-22 02:51:28 -05:00
parent ed4997168b
commit 4fe84efafd
2 changed files with 19 additions and 15 deletions

View File

@@ -118,16 +118,18 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
vec4 unpack(vec2 tc)
{
vec4 norm = texture2DRect(normalMap, tc).xyzw;
//#define PACK_NORMALS
#ifdef PACK_NORMALS
vec4 enc = texture2DRect(normalMap, tc).xyzw;
enc = vec4((enc.xy*4.0)-2.0,0.0,enc.w);
float prod = dot(enc.xy,enc.xy);
return vec4(enc.xy*sqrt(1.0-prod*.25),1.0-prod*.5,enc.w);
norm.xy = (norm.xy*4.0)-2.0;
float prod = dot(norm.xy,norm.xy);
norm.xy *= sqrt(1.0-prod*.25);
norm.z = 1.0-prod*.5;
#else
vec4 norm = texture2DRect(normalMap, tc).xyz;
return vec4(norm.xyz*2.0-1.0,norm.w);
norm.xyz = norm.xyz*2.0-1.0;
#endif
norm.w *= norm.z;
return norm;
}
void main()
@@ -138,8 +140,8 @@ void main()
vec4 pos = getPosition(pos_screen);
vec4 nmap4 = unpack(pos_screen) // unpack norm
float displace = nmap4.w*norm.z;
vec4 nmap4 = unpack(pos_screen); // unpack norm
float displace = nmap4.w;
vec3 norm = nmap4.xyz;
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL

View File

@@ -179,16 +179,18 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
vec4 unpack(vec2 tc)
{
vec4 norm = texture2DRect(normalMap, tc).xyzw;
//#define PACK_NORMALS
#ifdef PACK_NORMALS
vec4 enc = texture2DRect(normalMap, tc).xyzw;
enc = vec4((enc.xy*4.0)-2.0,0.0,enc.w);
float prod = dot(enc.xy,enc.xy);
return vec4(enc.xy*sqrt(1.0-prod*.25),1.0-prod*.5,enc.w);
norm.xy = (norm.xy*4.0)-2.0;
float prod = dot(norm.xy,norm.xy);
norm.xy *= sqrt(1.0-prod*.25);
norm.z = 1.0-prod*.5;
#else
vec4 norm = texture2DRect(normalMap, tc).xyz;
return vec4(norm.xyz*2.0-1.0,norm.w);
norm.xyz = norm.xyz*2.0-1.0;
#endif
norm.w *= norm.z;
return norm;
}
void main()
@@ -200,7 +202,7 @@ void main()
vec4 pos = getPosition(pos_screen);
vec4 nmap4 = unpack(pos_screen); // unpack norm
float displace = nmap4.w*norm.z;
float displace = nmap4.w;
vec3 norm = nmap4.xyz;
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL