Lindie viewer-dev catchup regarding rendering pipeline.
This commit is contained in:
@@ -31,6 +31,8 @@ out vec4 frag_color;
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#define frag_color gl_FragColor
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#endif
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uniform float minimum_alpha;
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uniform sampler2DRect depthMap;
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uniform sampler2D diffuseMap;
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@@ -70,9 +72,15 @@ void main()
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vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
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if (diff.a < minimum_alpha)
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{
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discard;
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}
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vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0);
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vec4 color = diff * col;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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@@ -55,8 +55,6 @@ uniform float far_clip;
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uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
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uniform float sun_wash;
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uniform int proj_shadow_idx;
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uniform float shadow_fade;
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uniform vec3 center;
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uniform vec3 color;
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@@ -143,7 +141,8 @@ void main()
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discard;
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}
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vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;
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vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
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norm = vec3((norm.xy-0.5)*2.0, norm.z);
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norm = normalize(norm);
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float l_dist = -dot(lv, proj_n);
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@@ -42,12 +42,13 @@ uniform sampler2DRect depthMap;
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uniform vec3 env_mat[3];
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uniform float sun_wash;
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uniform vec3 center;
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uniform vec3 color;
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uniform float falloff;
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uniform float size;
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VARYING vec4 vary_fragcoord;
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VARYING vec3 trans_center;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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@@ -74,7 +75,7 @@ void main()
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frag.xy *= screen_res;
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vec3 pos = getPosition(frag.xy).xyz;
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vec3 lv = center.xyz-pos;
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vec3 lv = trans_center.xyz-pos;
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float dist2 = dot(lv,lv);
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dist2 /= size;
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if (dist2 > 1.0)
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@@ -24,16 +24,22 @@
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*/
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uniform mat4 modelview_projection_matrix;
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uniform mat4 modelview_matrix;
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ATTRIBUTE vec3 position;
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uniform vec3 center;
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uniform float size;
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VARYING vec4 vary_fragcoord;
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VARYING vec3 trans_center;
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void main()
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{
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//transform vertex
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vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vec3 p = position*sqrt(size)+center;
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vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0);
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vary_fragcoord = pos;
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trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz;
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gl_Position = pos;
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}
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@@ -0,0 +1,44 @@
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/**
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* @file shadowCubeV.glsl
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*
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* $LicenseInfo:firstyear=2011&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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VARYING vec4 post_pos;
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uniform vec3 box_center;
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uniform vec3 box_size;
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void main()
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{
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//transform vertex
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vec3 p = position*box_size+box_center;
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vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0);
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post_pos = pos;
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gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
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}
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@@ -24,18 +24,21 @@
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*/
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#extension GL_ARB_texture_rectangle : enable
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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//class 1 -- no shadows
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect specularRect;
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform samplerCube environmentMap;
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uniform sampler2D noiseMap;
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uniform sampler2D projectionMap;
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@@ -46,6 +49,7 @@ uniform vec3 proj_n;
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uniform float proj_focus; //distance from plane to begin blurring
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uniform float proj_lod; //(number of mips in proj map)
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uniform float proj_range; //range between near clip and far clip plane of projection
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uniform float proj_ambient_lod;
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uniform float proj_ambiance;
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uniform float near_clip;
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uniform float far_clip;
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@@ -53,19 +57,66 @@ uniform float far_clip;
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uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
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uniform float sun_wash;
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uniform vec3 center;
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uniform vec3 color;
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uniform float falloff;
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uniform float size;
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VARYING vec4 vary_fragcoord;
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VARYING vec3 trans_center;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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vec2 dist = tc-vec2(0.5);
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float det = max(1.0-lod/(proj_lod*0.5), 0.0);
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float d = dot(dist,dist);
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ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
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return ret;
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}
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vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
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float det = min(lod/(proj_lod*0.5), 1.0);
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float d = min(dist.x, dist.y);
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float edge = 0.25*det;
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ret *= clamp(d/edge, 0.0, 1.0);
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return ret;
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}
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vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
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{
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vec4 ret = texture2DLod(projectionMap, tc, lod);
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vec2 dist = tc-vec2(0.5);
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float d = dot(dist,dist);
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ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
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return ret;
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}
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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float depth = texture2DRect(depthMap, pos_screen.xy).r;
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vec2 sc = pos_screen.xy*2.0;
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sc /= screen_res;
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sc -= vec2(1.0,1.0);
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@@ -84,16 +135,16 @@ void main()
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frag.xy *= screen_res;
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vec3 pos = getPosition(frag.xy).xyz;
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vec3 lv = center.xyz-pos.xyz;
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vec3 lv = trans_center.xyz-pos.xyz;
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float dist2 = dot(lv,lv);
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dist2 /= size;
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if (dist2 > 1.0)
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{
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discard;
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}
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vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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norm = vec3((norm.xy-0.5)*2.0, norm.z);
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norm = normalize(norm);
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float l_dist = -dot(lv, proj_n);
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@@ -107,7 +158,11 @@ void main()
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proj_tc.xyz /= proj_tc.w;
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float fa = falloff+1.0;
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float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
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if (dist_atten <= 0.0)
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{
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discard;
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}
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lv = proj_origin-pos.xyz;
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lv = normalize(lv);
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@@ -125,32 +180,32 @@ void main()
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proj_tc.y > 0.0)
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{
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float lit = 0.0;
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float amb_da = proj_ambiance;
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if (da > 0.0)
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{
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float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
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float lod = diff * proj_lod;
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vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
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vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
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vec3 lcol = color.rgb * plcol.rgb * plcol.a;
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lit = da * dist_atten * noise;
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col = lcol*lit*diff_tex;
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amb_da += (da*0.5)*proj_ambiance;
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}
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float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
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float lod = diff * proj_lod;
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vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
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//float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0));
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float amb_da = proj_ambiance;
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//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
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vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
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amb_da += (da*da*0.5+0.5)*proj_ambiance;
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amb_da *= dist_atten * noise;
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amb_da = min(amb_da, 1.0-lit);
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col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
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}
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@@ -168,18 +223,22 @@ void main()
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{
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vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
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vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz;
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vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
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if (stc.z > 0.0)
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{
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stc.xy /= stc.z+proj_near;
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stc.xy /= stc.w;
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float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
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stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
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if (stc.x < 1.0 &&
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stc.y < 1.0 &&
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stc.x > 0.0 &&
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stc.y > 0.0)
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{
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vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
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vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
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col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;
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}
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}
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@@ -0,0 +1,38 @@
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/**
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* @file occlusionCubeV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* Second Life Viewer Source Code
|
||||
* Copyright (C) 2007, Linden Research, Inc.
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation;
|
||||
* version 2.1 of the License only.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
*
|
||||
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
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* $/LicenseInfo$
|
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*/
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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uniform vec3 box_center;
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uniform vec3 box_size;
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void main()
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{
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vec3 p = position*box_size+box_center;
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gl_Position = modelview_projection_matrix * vec4(p.xyz, 1.0);
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}
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@@ -0,0 +1,36 @@
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/**
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* @file binormalV.glsl
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*
|
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* Second Life Viewer Source Code
|
||||
* Copyright (C) 2007, Linden Research, Inc.
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation;
|
||||
* version 2.1 of the License only.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
*
|
||||
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
||||
* $/LicenseInfo$
|
||||
*/
|
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uniform mat3 normal_matrix;
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ATTRIBUTE vec3 binormal;
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VARYING vec4 binormal_out;
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void main()
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{
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binormal_out = vec4(normal_matrix * binormal, 0.0);
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}
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@@ -0,0 +1,36 @@
|
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/**
|
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* @file colorV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* Second Life Viewer Source Code
|
||||
* Copyright (C) 2007, Linden Research, Inc.
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation;
|
||||
* version 2.1 of the License only.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
*
|
||||
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
uniform int color_in;
|
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ATTRIBUTE vec3 position;
|
||||
|
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VARYING int color_out;
|
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||||
void main()
|
||||
{
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color_out = color_in;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
/**
|
||||
* @file normalV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* Second Life Viewer Source Code
|
||||
* Copyright (C) 2007, Linden Research, Inc.
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation;
|
||||
* version 2.1 of the License only.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
*
|
||||
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
uniform mat3 normal_matrix;
|
||||
|
||||
ATTRIBUTE vec3 normal;
|
||||
|
||||
VARYING vec4 normal_out;
|
||||
|
||||
void main()
|
||||
{
|
||||
normal_out = vec4(normalize(normal_matrix * normal), 0.0);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,40 @@
|
||||
/**
|
||||
* @file positionV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* Second Life Viewer Source Code
|
||||
* Copyright (C) 2007, Linden Research, Inc.
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation;
|
||||
* version 2.1 of the License only.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
*
|
||||
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
uniform mat4 modelview_matrix;
|
||||
|
||||
uniform int texture_index_in;
|
||||
|
||||
ATTRIBUTE vec3 position;
|
||||
|
||||
VARYING vec3 position_out;
|
||||
VARYING int texture_index_out;
|
||||
|
||||
void main()
|
||||
{
|
||||
texture_index_out = texture_index_in;
|
||||
position_out = (modelview_matrix*vec4(position, 1.0)).xyz;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
/**
|
||||
* @file texcoordV.glsl
|
||||
*
|
||||
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
||||
* Second Life Viewer Source Code
|
||||
* Copyright (C) 2007, Linden Research, Inc.
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation;
|
||||
* version 2.1 of the License only.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
*
|
||||
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
|
||||
ATTRIBUTE vec2 texcoord0;
|
||||
|
||||
VARYING vec2 texcoord_out;
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord_out = texcoord0;
|
||||
}
|
||||
|
||||
@@ -58,20 +58,22 @@ uniform float shadow_bias;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias;
|
||||
|
||||
stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
|
||||
|
||||
return shadow*0.2;
|
||||
}
|
||||
|
||||
|
||||
@@ -101,7 +103,7 @@ void main()
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
|
||||
shadow += pcfShadow(shadowMap3, lpos)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
@@ -114,7 +116,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
|
||||
shadow += pcfShadow(shadowMap2, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -126,7 +128,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
|
||||
shadow += pcfShadow(shadowMap1, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -138,7 +140,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
|
||||
shadow += pcfShadow(shadowMap0, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
||||
@@ -71,20 +71,22 @@ vec4 getPosition(vec2 pos_screen)
|
||||
return pos;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias;
|
||||
|
||||
stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
|
||||
|
||||
return shadow*0.2;
|
||||
}
|
||||
|
||||
|
||||
@@ -114,7 +116,7 @@ void main()
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
|
||||
shadow += pcfShadow(shadowMap3, lpos)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
@@ -127,7 +129,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
|
||||
shadow += pcfShadow(shadowMap2, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -139,7 +141,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
|
||||
shadow += pcfShadow(shadowMap1, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -151,7 +153,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
|
||||
shadow += pcfShadow(shadowMap0, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
|
||||
@@ -31,6 +31,8 @@ out vec4 frag_color;
|
||||
#define frag_color gl_FragColor
|
||||
#endif
|
||||
|
||||
uniform float minimum_alpha;
|
||||
|
||||
uniform sampler2DRectShadow shadowMap0;
|
||||
uniform sampler2DRectShadow shadowMap1;
|
||||
uniform sampler2DRectShadow shadowMap2;
|
||||
@@ -70,20 +72,22 @@ vec4 getPosition(vec2 pos_screen)
|
||||
return pos;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias;
|
||||
|
||||
stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
|
||||
|
||||
return shadow*0.2;
|
||||
}
|
||||
|
||||
|
||||
@@ -95,6 +99,13 @@ void main()
|
||||
float shadow = 0.0;
|
||||
vec4 pos = vec4(vary_position, 1.0);
|
||||
|
||||
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
|
||||
|
||||
if (diff.a < minimum_alpha)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
vec4 spos = pos;
|
||||
|
||||
if (spos.z > -shadow_clip.w)
|
||||
@@ -113,7 +124,7 @@ void main()
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
|
||||
shadow += pcfShadow(shadowMap3, lpos)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
@@ -126,7 +137,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
|
||||
shadow += pcfShadow(shadowMap2, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -138,7 +149,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
|
||||
shadow += pcfShadow(shadowMap1, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -150,7 +161,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
|
||||
shadow += pcfShadow(shadowMap0, lpos)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -162,8 +173,6 @@ void main()
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
|
||||
|
||||
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0);
|
||||
vec4 color = diff * col;
|
||||
|
||||
|
||||
@@ -309,11 +309,11 @@ void main()
|
||||
//
|
||||
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
|
||||
float sa = dot(refnormpersp, sun_dir.xyz);
|
||||
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).r;
|
||||
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
|
||||
|
||||
// add the two types of shiny together
|
||||
vec3 spec_contrib = dumbshiny * spec.rgb;
|
||||
bloom = dot(spec_contrib, spec_contrib);
|
||||
bloom = dot(spec_contrib, spec_contrib) / 4;
|
||||
col += spec_contrib;
|
||||
|
||||
//add environmentmap
|
||||
|
||||
@@ -31,8 +31,6 @@ out vec4 frag_color;
|
||||
#define frag_color gl_FragColor
|
||||
#endif
|
||||
|
||||
VARYING vec4 vertex_color;
|
||||
|
||||
uniform sampler2DRect diffuseRect;
|
||||
uniform sampler2DRect specularRect;
|
||||
uniform sampler2DRect depthMap;
|
||||
@@ -49,6 +47,7 @@ uniform vec3 proj_n;
|
||||
uniform float proj_focus; //distance from plane to begin blurring
|
||||
uniform float proj_lod; //(number of mips in proj map)
|
||||
uniform float proj_range; //range between near clip and far clip plane of projection
|
||||
uniform float proj_ambient_lod;
|
||||
uniform float proj_ambiance;
|
||||
uniform float near_clip;
|
||||
uniform float far_clip;
|
||||
@@ -58,16 +57,65 @@ uniform float sun_wash;
|
||||
uniform int proj_shadow_idx;
|
||||
uniform float shadow_fade;
|
||||
|
||||
VARYING vec4 vary_light;
|
||||
uniform float size;
|
||||
uniform vec3 color;
|
||||
uniform float falloff;
|
||||
|
||||
VARYING vec3 trans_center;
|
||||
VARYING vec4 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
|
||||
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
|
||||
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
|
||||
|
||||
float d = dot(dist,dist);
|
||||
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
|
||||
|
||||
float det = min(lod/(proj_lod*0.5), 1.0);
|
||||
|
||||
float d = min(dist.x, dist.y);
|
||||
|
||||
float edge = 0.25*det;
|
||||
|
||||
ret *= clamp(d/edge, 0.0, 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
|
||||
{
|
||||
vec4 ret = texture2DLod(projectionMap, tc, lod);
|
||||
|
||||
vec2 dist = tc-vec2(0.5);
|
||||
|
||||
float d = dot(dist,dist);
|
||||
|
||||
ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
vec4 getPosition(vec2 pos_screen)
|
||||
{
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).a;
|
||||
float depth = texture2DRect(depthMap, pos_screen.xy).r;
|
||||
vec2 sc = pos_screen.xy*2.0;
|
||||
sc /= screen_res;
|
||||
sc -= vec2(1.0,1.0);
|
||||
@@ -85,6 +133,15 @@ void main()
|
||||
frag.xyz = frag.xyz*0.5+0.5;
|
||||
frag.xy *= screen_res;
|
||||
|
||||
vec3 pos = getPosition(frag.xy).xyz;
|
||||
vec3 lv = trans_center.xyz-pos.xyz;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= size;
|
||||
if (dist2 > 1.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
float shadow = 1.0;
|
||||
|
||||
if (proj_shadow_idx >= 0)
|
||||
@@ -96,15 +153,6 @@ void main()
|
||||
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
|
||||
}
|
||||
|
||||
vec3 pos = getPosition(frag.xy).xyz;
|
||||
vec3 lv = vary_light.xyz-pos.xyz;
|
||||
float dist2 = dot(lv,lv);
|
||||
dist2 /= vary_light.w;
|
||||
if (dist2 > 1.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
|
||||
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
|
||||
|
||||
@@ -119,8 +167,12 @@ void main()
|
||||
|
||||
proj_tc.xyz /= proj_tc.w;
|
||||
|
||||
float fa = vertex_color.a+1.0;
|
||||
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
|
||||
float fa = falloff+1.0;
|
||||
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
|
||||
if (dist_atten <= 0.0)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
lv = proj_origin-pos.xyz;
|
||||
lv = normalize(lv);
|
||||
@@ -138,37 +190,33 @@ void main()
|
||||
proj_tc.y > 0.0)
|
||||
{
|
||||
float lit = 0.0;
|
||||
float amb_da = proj_ambiance;
|
||||
|
||||
if (da > 0.0)
|
||||
{
|
||||
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
|
||||
float lod = diff * proj_lod;
|
||||
|
||||
vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
|
||||
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
|
||||
|
||||
vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;
|
||||
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
|
||||
|
||||
lit = da * dist_atten * noise;
|
||||
|
||||
col = lcol*lit*diff_tex*shadow;
|
||||
}
|
||||
|
||||
float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
|
||||
float lod = diff * proj_lod;
|
||||
vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
|
||||
//float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0));
|
||||
float amb_da = proj_ambiance;
|
||||
if (da > 0.0)
|
||||
{
|
||||
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
|
||||
}
|
||||
|
||||
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
|
||||
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
|
||||
|
||||
amb_da += (da*da*0.5+0.5)*proj_ambiance;
|
||||
|
||||
|
||||
amb_da *= dist_atten * noise;
|
||||
|
||||
|
||||
amb_da = min(amb_da, 1.0-lit);
|
||||
|
||||
col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
|
||||
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
|
||||
}
|
||||
|
||||
|
||||
@@ -185,19 +233,23 @@ void main()
|
||||
{
|
||||
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
|
||||
|
||||
vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz;
|
||||
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
|
||||
|
||||
if (stc.z > 0.0)
|
||||
{
|
||||
stc.xy /= stc.z+proj_near;
|
||||
|
||||
stc.xy /= stc.w;
|
||||
|
||||
float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
|
||||
|
||||
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
|
||||
|
||||
if (stc.x < 1.0 &&
|
||||
stc.y < 1.0 &&
|
||||
stc.x > 0.0 &&
|
||||
stc.y > 0.0)
|
||||
{
|
||||
vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
|
||||
col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;
|
||||
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
|
||||
col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -78,42 +78,42 @@ vec4 getPosition(vec2 pos_screen)
|
||||
return pos;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias*scl;
|
||||
|
||||
|
||||
stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); // add some jitter to X sample pos according to Y to disguise the snapping going on here
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x;
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
return shadow*0.2;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += spot_shadow_bias*scl;
|
||||
stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
|
||||
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
vec2 off = 1.5/proj_shadow_res;
|
||||
vec2 off = 1.0/proj_shadow_res;
|
||||
off.y *= 1.5;
|
||||
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
|
||||
|
||||
return shadow*0.2;
|
||||
}
|
||||
|
||||
void main()
|
||||
@@ -166,7 +166,7 @@ void main()
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
@@ -179,7 +179,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -191,7 +191,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -203,7 +203,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
|
||||
shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -237,11 +237,11 @@ void main()
|
||||
|
||||
//spotlight shadow 1
|
||||
vec4 lpos = shadow_matrix[4]*spos;
|
||||
frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);
|
||||
frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen);
|
||||
|
||||
//spotlight shadow 2
|
||||
lpos = shadow_matrix[5]*spos;
|
||||
frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);
|
||||
frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen);
|
||||
|
||||
//frag_color.rgb = pos.xyz;
|
||||
//frag_color.b = shadow;
|
||||
|
||||
@@ -139,42 +139,42 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
|
||||
return min(ret, 1.0);
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
|
||||
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += shadow_bias*scl;
|
||||
|
||||
stc.x = floor(stc.x + fract(pos_screen.y*0.666666666));
|
||||
|
||||
float cs = shadow2DRect(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
|
||||
shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
|
||||
shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
|
||||
|
||||
return shadow*0.2;
|
||||
}
|
||||
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
|
||||
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
|
||||
{
|
||||
stc.xyz /= stc.w;
|
||||
stc.z += spot_shadow_bias*scl;
|
||||
stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
|
||||
|
||||
float cs = shadow2D(shadowMap, stc.xyz).x;
|
||||
float shadow = cs;
|
||||
|
||||
vec2 off = 1.5/proj_shadow_res;
|
||||
vec2 off = 1.0/proj_shadow_res;
|
||||
off.y *= 1.5;
|
||||
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
|
||||
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
|
||||
|
||||
return shadow/5.0;
|
||||
|
||||
//return shadow;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
|
||||
shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
|
||||
|
||||
return shadow*0.2;
|
||||
}
|
||||
|
||||
void main()
|
||||
@@ -227,7 +227,7 @@ void main()
|
||||
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
|
||||
shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
|
||||
weight += w;
|
||||
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
|
||||
}
|
||||
@@ -240,7 +240,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
|
||||
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
|
||||
shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -252,7 +252,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
|
||||
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
|
||||
shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -264,7 +264,7 @@ void main()
|
||||
float w = 1.0;
|
||||
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
|
||||
|
||||
shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
|
||||
shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
|
||||
weight += w;
|
||||
}
|
||||
|
||||
@@ -298,11 +298,11 @@ void main()
|
||||
|
||||
//spotlight shadow 1
|
||||
vec4 lpos = shadow_matrix[4]*spos;
|
||||
frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);
|
||||
frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen);
|
||||
|
||||
//spotlight shadow 2
|
||||
lpos = shadow_matrix[5]*spos;
|
||||
frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);
|
||||
frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen);
|
||||
|
||||
//frag_color.rgb = pos.xyz;
|
||||
//frag_color.b = shadow;
|
||||
|
||||
Reference in New Issue
Block a user