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source: data/branches/Shader_HS18/programs/Example/GLSLES/depthshadowobjectFp.glsles @ 12092

Last change on this file since 12092 was 12091, checked in by wiesep, 6 years ago

Updated programs and adjusted Material to work with GLSL>150

File size: 5.4 KB
Line 
1/* Copyright Torus Knot Software Ltd 2012-2014
2
3Permission is hereby granted, free of charge, to any person obtaining a copy
4of this software and associated documentation files (the "Software"), to deal
5in the Software without restriction, including without limitation the rights
6to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7copies of the Software, and to permit persons to whom the Software is
8furnished to do so, subject to the following conditions:
9
10The above copyright notice and this permission notice shall be included in
11all copies or substantial portions of the Software.
12
13THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
14IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
15FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
16AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
17LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
19THE SOFTWARE.
20*/
21#include "shadows.cg"
22
23#define BIAS 0
24
25struct VS_OUT
26{
27    float4  pos                   : POSITION;   
28    float3  diffuseUV     : TEXCOORD0;  // xy = UV, z = fog/depth
29#if !SHADOWCASTER
30        float3  col                       : COLOR;
31#endif
32#if DEPTH_SHADOWCASTER
33        float   depth             : TEXCOORD1;
34#endif
35#if DEPTH_SHADOWRECEIVER
36        float4 lightSpacePos0   : TEXCOORD2;
37        float4 lightSpacePos1   : TEXCOORD3;
38        float4 lightSpacePos2   : TEXCOORD4;
39#endif
40};
41
42VS_OUT main_vp(
43        float4   pos    : POSITION,     
44    float3   normal     : NORMAL,   
45    float4   uv0        : TEXCOORD0,
46
47        uniform float4x4 worldViewProj,
48        uniform float4 lightPosition,
49        uniform float3 lightDiffuse
50#if FOG
51        , uniform float2 fogParams              // x = fog start, y = fog distance
52#endif
53#if DEPTH_SHADOWCASTER
54        , uniform float4 depthRange // x = min, y = max, z = range, w = 1/range
55#elif DEPTH_SHADOWRECEIVER
56        , uniform float4 depthRange0 // x = min, y = max, z = range, w = 1/range
57        , uniform float4 depthRange1 // x = min, y = max, z = range, w = 1/range
58        , uniform float4 depthRange2 // x = min, y = max, z = range, w = 1/range
59#endif
60#if DEPTH_SHADOWRECEIVER
61        , uniform float4x4 texWorldViewProjMatrix0
62        , uniform float4x4 texWorldViewProjMatrix1
63        , uniform float4x4 texWorldViewProjMatrix2
64#endif
65
66        )
67{
68    VS_OUT outp;
69
70    // project position to the screen
71    outp.pos = mul(worldViewProj, pos);
72
73#if !SHADOWCASTER
74        // Get object space light direction
75        float3 lightDir = normalize(lightPosition.xyz - (pos.xyz * lightPosition.w).xyz);
76        outp.col = lightDiffuse.xyz * max(dot(lightDir, normal.xyz), 0.0);
77#  if FOG
78    outp.diffuseUV.z = linearFog(outp.pos.z, fogParams.x, fogParams.y);
79#  endif
80
81#endif
82
83    // pass through other texcoords exactly as they were received
84    outp.diffuseUV.xy = uv0.xy;
85   
86
87#if DEPTH_SHADOWCASTER
88        outp.depth = (BIAS + outp.pos.z - depthRange.x) * depthRange.w;
89#endif
90
91#if DEPTH_SHADOWRECEIVER
92        // Calculate the position of vertex in light space
93        outp.lightSpacePos0 = mul(texWorldViewProjMatrix0, pos);
94        outp.lightSpacePos1 = mul(texWorldViewProjMatrix1, pos);
95        outp.lightSpacePos2 = mul(texWorldViewProjMatrix2, pos);
96
97        // make linear
98        outp.lightSpacePos0.z = (outp.lightSpacePos0.z - depthRange0.x) * depthRange0.w;
99        outp.lightSpacePos1.z = (outp.lightSpacePos1.z - depthRange1.x) * depthRange1.w;
100        outp.lightSpacePos2.z = (outp.lightSpacePos2.z - depthRange2.x) * depthRange2.w;
101
102        // pass cam depth
103        outp.diffuseUV.z = outp.pos.z;
104
105#endif
106
107    return outp;
108}
109
110
111float4 main_fp(
112        VS_OUT In,
113
114        uniform sampler2D diffuseMap    : register(s0),
115#if DEPTH_SHADOWRECEIVER
116        uniform sampler2D shadowMap0 : register(s1),
117        uniform sampler2D shadowMap1 : register(s2),
118        uniform sampler2D shadowMap2 : register(s3),
119#endif
120
121        uniform float3 materialAmbient
122       
123#if SHADOWCASTER
124        , uniform float3 shadowColour
125#endif
126#if FOG
127        , uniform float3 fogColour
128#endif
129#if DEPTH_SHADOWRECEIVER
130        , uniform float inverseShadowmapSize0
131        , uniform float inverseShadowmapSize1
132        , uniform float inverseShadowmapSize2
133        , uniform float4 pssmSplitPoints
134#endif
135
136        ) : COLOR
137{
138
139    // look up the diffuse map layer
140    float4 texDiffuse = tex2D(diffuseMap, In.diffuseUV.xy);
141   
142#if SHADOWCASTER
143#  if DEPTH_SHADOWCASTER
144        // early-out with depth (we still include alpha for those cards that support it)
145        return float4(In.depth.xxx, 1);
146#  else
147        return float4(shadowColour.xyz, texDiffuse.a);
148#  endif
149
150#else
151    // compute the ambient contribution (pulled from the diffuse map)
152    float3 vAmbient = texDiffuse.xyz * materialAmbient.xyz;
153    float3 vColor3 = texDiffuse.rgb * In.col.rgb;
154
155#  if DEPTH_SHADOWRECEIVER
156        float camDepth = In.diffuseUV.z;
157        float shadow = calcPSSMDepthShadow(shadowMap0, shadowMap1, shadowMap2,
158                In.lightSpacePos0, In.lightSpacePos1, In.lightSpacePos2,
159                inverseShadowmapSize0, inverseShadowmapSize1, inverseShadowmapSize2,
160                pssmSplitPoints, camDepth);
161        vColor3 *= shadow;
162        /*
163        vAmbient = float3(0,0,0);
164        vColor3 = calcPSSMDebugShadow(shadowMap0, shadowMap1, shadowMap2,
165                In.lightSpacePos0, In.lightSpacePos1, In.lightSpacePos2,
166                inverseShadowmapSize0, inverseShadowmapSize1, inverseShadowmapSize2,
167                pssmSplitPoints, camDepth);
168        */
169#  endif   
170
171        float4 vColor;
172    vColor = float4(vColor3 + vAmbient, texDiffuse.a);
173   
174#  if FOG
175    // if fog is active, interpolate between the unfogged color and the fog color
176    // based on vertex shader fog value
177    vColor.rgb = mix(vColor.rgb, fogColour, In.diffuseUV.z).rgb;
178#  endif
179
180    return vColor;
181#endif
182
183}
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