[12115] | 1 | #version 120 |
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| 2 | |
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| 3 | uniform float inverseShadowmapSize; |
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| 4 | uniform float fixedDepthBias; |
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| 5 | uniform float gradientClamp; |
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| 6 | uniform float gradientScaleBias; |
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| 7 | |
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| 8 | uniform sampler2D shadowMap; |
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| 9 | |
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| 10 | varying vec4 oUv; |
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| 11 | varying vec4 outColor; |
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| 12 | |
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| 13 | void main() |
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| 14 | { |
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| 15 | vec4 shadowUV = oUv; |
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| 16 | // point on shadowmap |
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| 17 | shadowUV = shadowUV / shadowUV.w; |
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| 18 | float centerdepth = texture2D(shadowMap, shadowUV.xy).x; |
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| 19 | |
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| 20 | // gradient calculation |
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| 21 | float pixeloffset = inverseShadowmapSize; |
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| 22 | vec4 depths = vec4( |
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| 23 | texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x, |
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| 24 | texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x, |
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| 25 | texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x, |
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| 26 | texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x); |
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| 27 | |
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| 28 | vec2 differences = abs( depths.yw - depths.xz ); |
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| 29 | float gradient = min(gradientClamp, max(differences.x, differences.y)); |
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| 30 | float gradientFactor = gradient * gradientScaleBias; |
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| 31 | |
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| 32 | // visibility function |
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| 33 | float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); |
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| 34 | float finalCenterDepth = centerdepth + depthAdjust; |
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| 35 | |
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| 36 | // shadowUV.z contains lightspace position of current object |
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| 37 | #if PCF |
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| 38 | // use depths from prev, calculate diff |
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| 39 | depths += depthAdjust; |
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| 40 | float final = (finalCenterDepth > shadowUV.z) ? 1.0 : 0.0; |
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| 41 | final += (depths.x > shadowUV.z) ? 1.0 : 0.0; |
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| 42 | final += (depths.y > shadowUV.z) ? 1.0 : 0.0; |
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| 43 | final += (depths.z > shadowUV.z) ? 1.0 : 0.0; |
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| 44 | final += (depths.w > shadowUV.z) ? 1.0 : 0.0; |
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| 45 | |
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| 46 | final *= 0.2; |
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| 47 | |
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| 48 | gl_FragColor = vec4(outColor.xyz * final, 1); |
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| 49 | |
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| 50 | #else |
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| 51 | gl_FragColor = (centerdepth > shadowUV.z) ? vec4(outColor.xyz,1) : vec4(0,0,0,1); |
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| 52 | #endif |
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| 53 | } |
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| 54 | |
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