1 | uniform float inverseShadowmapSize; |
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2 | uniform float fixedDepthBias; |
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3 | uniform float gradientClamp; |
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4 | uniform float gradientScaleBias; |
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5 | uniform float shadowFuzzyWidth; |
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6 | uniform vec4 lightColour; |
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7 | |
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8 | uniform sampler2D shadowMap; |
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9 | uniform sampler2D normalMap; |
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10 | |
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11 | varying vec3 tangentLightDir; |
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12 | |
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13 | |
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14 | // Expand a range-compressed vector |
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15 | vec3 expand(vec3 v) |
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16 | { |
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17 | return (v - 0.5) * 2.0; |
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18 | } |
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19 | |
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20 | void main() |
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21 | { |
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22 | |
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23 | // get the new normal and diffuse values |
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24 | vec3 normal = normalize(expand(texture2D(normalMap, gl_TexCoord[1].xy).xyz)); |
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25 | |
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26 | vec4 vertexColour = clamp(dot(normal, tangentLightDir),0.0,1.0) * lightColour; |
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27 | |
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28 | |
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29 | vec4 shadowUV = gl_TexCoord[0]; |
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30 | // point on shadowmap |
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31 | #if LINEAR_RANGE |
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32 | shadowUV.xy = shadowUV.xy / shadowUV.w; |
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33 | #else |
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34 | shadowUV = shadowUV / shadowUV.w; |
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35 | #endif |
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36 | float centerdepth = texture2D(shadowMap, shadowUV.xy).x; |
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37 | |
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38 | // gradient calculation |
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39 | float pixeloffset = inverseShadowmapSize; |
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40 | vec4 depths = vec4( |
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41 | texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x, |
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42 | texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x, |
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43 | texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x, |
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44 | texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x); |
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45 | |
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46 | vec2 differences = abs( depths.yw - depths.xz ); |
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47 | float gradient = min(gradientClamp, max(differences.x, differences.y)); |
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48 | float gradientFactor = gradient * gradientScaleBias; |
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49 | |
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50 | // visibility function |
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51 | float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); |
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52 | float finalCenterDepth = centerdepth + depthAdjust; |
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53 | |
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54 | // shadowUV.z contains lightspace position of current object |
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55 | |
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56 | #if FUZZY_TEST |
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57 | // fuzzy test - introduces some ghosting in result and doesn't appear to be needed? |
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58 | //float visibility = saturate(1 + delta_z / (gradient * shadowFuzzyWidth)); |
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59 | float visibility = saturate(1 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w); |
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60 | |
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61 | gl_FragColor = vertexColour * visibility; |
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62 | #else |
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63 | // hard test |
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64 | #if PCF |
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65 | // use depths from prev, calculate diff |
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66 | depths += depthAdjust; |
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67 | float final = (finalCenterDepth > shadowUV.z) ? 1.0 : 0.0; |
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68 | final += (depths.x > shadowUV.z) ? 1.0 : 0.0; |
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69 | final += (depths.y > shadowUV.z) ? 1.0 : 0.0; |
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70 | final += (depths.z > shadowUV.z) ? 1.0 : 0.0; |
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71 | final += (depths.w > shadowUV.z) ? 1.0 : 0.0; |
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72 | |
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73 | final *= 0.2; |
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74 | |
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75 | gl_FragColor = vec4(vertexColour.xyz * final, 1); |
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76 | |
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77 | #else |
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78 | gl_FragColor = (finalCenterDepth > shadowUV.z) ? vertexColour : vec4(0,0,0,1); |
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79 | #endif |
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80 | |
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81 | #endif |
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82 | |
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83 | } |
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84 | |
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