1 | #version 150 |
---|
2 | /* Copyright Torus Knot Software Ltd 2000-2014 |
---|
3 | |
---|
4 | Permission is hereby granted, free of charge, to any person obtaining a copy |
---|
5 | of this software and associated documentation files (the "Software"), to deal |
---|
6 | in the Software without restriction, including without limitation the rights |
---|
7 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
---|
8 | copies of the Software, and to permit persons to whom the Software is |
---|
9 | furnished to do so, subject to the following conditions: |
---|
10 | |
---|
11 | The above copyright notice and this permission notice shall be included in |
---|
12 | all copies or substantial portions of the Software. |
---|
13 | |
---|
14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
---|
15 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
---|
16 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
---|
17 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
---|
18 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
---|
19 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
---|
20 | THE SOFTWARE. |
---|
21 | */ |
---|
22 | |
---|
23 | in vec3 diffuseUV; |
---|
24 | uniform sampler2D diffuseMap; |
---|
25 | uniform vec3 materialAmbient; |
---|
26 | |
---|
27 | #if !SHADOWCASTER |
---|
28 | in vec3 col; |
---|
29 | #endif |
---|
30 | #if DEPTH_SHADOWCASTER |
---|
31 | in float depth; |
---|
32 | #endif |
---|
33 | |
---|
34 | #if DEPTH_SHADOWRECEIVER |
---|
35 | in vec4 lightSpacePos0; |
---|
36 | in vec4 lightSpacePos1; |
---|
37 | in vec4 lightSpacePos2; |
---|
38 | uniform sampler2D shadowMap0; |
---|
39 | uniform sampler2D shadowMap1; |
---|
40 | uniform sampler2D shadowMap2; |
---|
41 | uniform float inverseShadowmapSize0; |
---|
42 | uniform float inverseShadowmapSize1; |
---|
43 | uniform float inverseShadowmapSize2; |
---|
44 | uniform vec4 pssmSplitPoints; |
---|
45 | #endif |
---|
46 | |
---|
47 | #if SHADOWCASTER |
---|
48 | uniform vec3 shadowColour; |
---|
49 | #endif |
---|
50 | #if FOG |
---|
51 | uniform vec3 fogColour; |
---|
52 | #endif |
---|
53 | |
---|
54 | out vec4 fragColour; |
---|
55 | |
---|
56 | // Number of samples in one dimension (square for total samples) |
---|
57 | #define NUM_SHADOW_SAMPLES_1D 2.0 |
---|
58 | #define SHADOW_FILTER_SCALE 1 |
---|
59 | |
---|
60 | #define SHADOW_SAMPLES NUM_SHADOW_SAMPLES_1D*NUM_SHADOW_SAMPLES_1D |
---|
61 | |
---|
62 | vec4 offsetSample(vec4 uv, vec2 offset, float invMapSize) |
---|
63 | { |
---|
64 | return vec4(uv.xy + offset * invMapSize * uv.w, uv.z, uv.w); |
---|
65 | } |
---|
66 | |
---|
67 | float calcDepthShadow(sampler2D shadowMap, vec4 uv, float invShadowMapSize) |
---|
68 | { |
---|
69 | // 4-sample PCF |
---|
70 | |
---|
71 | float shadow = 0.0; |
---|
72 | float offset = (NUM_SHADOW_SAMPLES_1D/2 - 0.5) * SHADOW_FILTER_SCALE; |
---|
73 | for (float y = -offset; y <= offset; y += SHADOW_FILTER_SCALE) |
---|
74 | for (float x = -offset; x <= offset; x += SHADOW_FILTER_SCALE) |
---|
75 | { |
---|
76 | float depth = textureProj(shadowMap, offsetSample(uv, vec2(x, y), invShadowMapSize)).x; |
---|
77 | if (depth >= 1 || depth >= uv.z) |
---|
78 | shadow += 1.0; |
---|
79 | } |
---|
80 | |
---|
81 | shadow /= SHADOW_SAMPLES; |
---|
82 | |
---|
83 | return shadow; |
---|
84 | } |
---|
85 | |
---|
86 | float calcPSSMDepthShadow(sampler2D shadowMap0, sampler2D shadowMap1, sampler2D shadowMap2, |
---|
87 | vec4 lsPos0, vec4 lsPos1, vec4 lsPos2, |
---|
88 | float invShadowmapSize0, float invShadowmapSize1, float invShadowmapSize2, |
---|
89 | vec4 pssmSplitPoints, float camDepth) |
---|
90 | { |
---|
91 | |
---|
92 | float shadow; |
---|
93 | vec4 splitColour; |
---|
94 | // calculate shadow |
---|
95 | if (camDepth <= pssmSplitPoints.y) |
---|
96 | { |
---|
97 | splitColour = vec4(0.3, 0.0, 0, 0); |
---|
98 | shadow = calcDepthShadow(shadowMap0, lsPos0, invShadowmapSize0); |
---|
99 | } |
---|
100 | else if (camDepth <= pssmSplitPoints.z) |
---|
101 | { |
---|
102 | splitColour = vec4(0, 0.3, 0, 0); |
---|
103 | shadow = calcDepthShadow(shadowMap1, lsPos1, invShadowmapSize1); |
---|
104 | } |
---|
105 | else |
---|
106 | { |
---|
107 | splitColour = vec4(0.0, 0.0, 0.3, 0); |
---|
108 | shadow = calcDepthShadow(shadowMap2, lsPos2, invShadowmapSize2); |
---|
109 | } |
---|
110 | |
---|
111 | return shadow; |
---|
112 | } |
---|
113 | |
---|
114 | void main() |
---|
115 | { |
---|
116 | // look up the diffuse map layer |
---|
117 | vec4 texDiffuse = texture(diffuseMap, diffuseUV.xy); |
---|
118 | |
---|
119 | #if SHADOWCASTER |
---|
120 | # if DEPTH_SHADOWCASTER |
---|
121 | // early-out with depth (we still include alpha for those cards that support it) |
---|
122 | fragColour = vec4(depth, depth, depth, 1); |
---|
123 | # else |
---|
124 | fragColour = vec4(shadowColour.xyz, texDiffuse.a); |
---|
125 | # endif |
---|
126 | |
---|
127 | #else |
---|
128 | // compute the ambient contribution (pulled from the diffuse map) |
---|
129 | vec3 vAmbient = texDiffuse.xyz * materialAmbient.xyz; |
---|
130 | vec3 vColor3 = texDiffuse.rgb * col.rgb; |
---|
131 | |
---|
132 | # if DEPTH_SHADOWRECEIVER |
---|
133 | float camDepth = diffuseUV.z; |
---|
134 | float shadow = calcPSSMDepthShadow(shadowMap0, shadowMap1, shadowMap2, |
---|
135 | lightSpacePos0, lightSpacePos1, lightSpacePos2, |
---|
136 | inverseShadowmapSize0, inverseShadowmapSize1, inverseShadowmapSize2, |
---|
137 | pssmSplitPoints, camDepth); |
---|
138 | vColor3 *= shadow; |
---|
139 | # endif |
---|
140 | |
---|
141 | fragColour = vec4(vColor3 + vAmbient, texDiffuse.a); |
---|
142 | |
---|
143 | # if FOG |
---|
144 | // if fog is active, interpolate between the unfogged color and the fog color |
---|
145 | // based on vertex shader fog value |
---|
146 | fragColour.rgb = mix(vColor.rgb, fogColour, diffuseUV.z).rgb; |
---|
147 | # endif |
---|
148 | |
---|
149 | #endif |
---|
150 | } |
---|