1 | #version 150 |
---|
2 | |
---|
3 | uniform float inverseShadowmapSize; |
---|
4 | uniform float fixedDepthBias; |
---|
5 | uniform float gradientClamp; |
---|
6 | uniform float gradientScaleBias; |
---|
7 | uniform float shadowFuzzyWidth; |
---|
8 | uniform vec4 lightColour; |
---|
9 | |
---|
10 | uniform sampler2D shadowMap; |
---|
11 | uniform sampler2D normalMap; |
---|
12 | |
---|
13 | in vec3 tangentLightDir; |
---|
14 | in vec4 oUv0; |
---|
15 | in vec4 oUv1; |
---|
16 | out vec4 fragColour; |
---|
17 | |
---|
18 | // Expand a range-compressed vector |
---|
19 | vec3 expand(vec3 v) |
---|
20 | { |
---|
21 | return (v - 0.5) * 2.0; |
---|
22 | } |
---|
23 | |
---|
24 | void main() |
---|
25 | { |
---|
26 | // get the new normal and diffuse values |
---|
27 | vec3 normal = normalize(expand(texture(normalMap, oUv1.xy).xyz)); |
---|
28 | |
---|
29 | vec4 vertexColour = clamp(dot(normal, tangentLightDir),0.0,1.0) * lightColour; |
---|
30 | |
---|
31 | vec4 shadowUV = oUv0; |
---|
32 | // point on shadowmap |
---|
33 | #if LINEAR_RANGE |
---|
34 | shadowUV.xy = shadowUV.xy / shadowUV.w; |
---|
35 | #else |
---|
36 | shadowUV = shadowUV / shadowUV.w; |
---|
37 | #endif |
---|
38 | float centerdepth = texture(shadowMap, shadowUV.xy).x; |
---|
39 | |
---|
40 | // gradient calculation |
---|
41 | float pixeloffset = inverseShadowmapSize; |
---|
42 | vec4 depths = vec4( |
---|
43 | texture(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x, |
---|
44 | texture(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x, |
---|
45 | texture(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x, |
---|
46 | texture(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x); |
---|
47 | |
---|
48 | vec2 differences = abs( depths.yw - depths.xz ); |
---|
49 | float gradient = min(gradientClamp, max(differences.x, differences.y)); |
---|
50 | float gradientFactor = gradient * gradientScaleBias; |
---|
51 | |
---|
52 | // visibility function |
---|
53 | float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); |
---|
54 | float finalCenterDepth = centerdepth + depthAdjust; |
---|
55 | |
---|
56 | // shadowUV.z contains lightspace position of current object |
---|
57 | |
---|
58 | #if FUZZY_TEST |
---|
59 | // fuzzy test - introduces some ghosting in result and doesn't appear to be needed? |
---|
60 | //float visibility = saturate(1 + delta_z / (gradient * shadowFuzzyWidth)); |
---|
61 | float visibility = saturate(1 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w); |
---|
62 | |
---|
63 | fragColour = vertexColour * visibility; |
---|
64 | #else |
---|
65 | // hard test |
---|
66 | #if PCF |
---|
67 | // use depths from prev, calculate diff |
---|
68 | depths += depthAdjust; |
---|
69 | float final = (finalCenterDepth > shadowUV.z) ? 1.0 : 0.0; |
---|
70 | final += (depths.x > shadowUV.z) ? 1.0 : 0.0; |
---|
71 | final += (depths.y > shadowUV.z) ? 1.0 : 0.0; |
---|
72 | final += (depths.z > shadowUV.z) ? 1.0 : 0.0; |
---|
73 | final += (depths.w > shadowUV.z) ? 1.0 : 0.0; |
---|
74 | |
---|
75 | final *= 0.2; |
---|
76 | |
---|
77 | fragColour = vec4(vertexColour.xyz * final, 1); |
---|
78 | #else |
---|
79 | fragColour = (finalCenterDepth > shadowUV.z) ? vertexColour : vec4(0,0,0,1); |
---|
80 | #endif |
---|
81 | #endif |
---|
82 | } |
---|