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source: data/branches/Shader_HS18/programs/GLSL150/pssmReceiverFp.glsl @ 12232

Last change on this file since 12232 was 12115, checked in by wiesep, 6 years ago

Changed folder structure, deletet some unused files and cleaned up code

File size: 2.8 KB
RevLine 
[12115]1#version 150
2
3float shadowPCF(sampler2D shadowMap, vec4 shadowMapPos, vec2 offset)
4{
5        shadowMapPos = shadowMapPos / shadowMapPos.w;
6        vec2 uv = shadowMapPos.xy;
7        vec3 o = vec3(offset, -offset.x) * 0.3;
8
9        // Note: We using 2x2 PCF. Good enough and is a lot faster.
10        float c =       (shadowMapPos.z <= texture(shadowMap, uv.xy - o.xy).r) ? 1.0 : 0.0; // top left
11        c +=            (shadowMapPos.z <= texture(shadowMap, uv.xy + o.xy).r) ? 1.0 : 0.0; // bottom right
12        c +=            (shadowMapPos.z <= texture(shadowMap, uv.xy + o.zy).r) ? 1.0 : 0.0; // bottom left
13        c +=            (shadowMapPos.z <= texture(shadowMap, uv.xy - o.zy).r) ? 1.0 : 0.0; // top right
14
15        return c / 4.0;
16}
17
18uniform vec4 invShadowMapSize0;
19uniform vec4 invShadowMapSize1;
20uniform vec4 invShadowMapSize2;
21uniform vec4 pssmSplitPoints;
22uniform sampler2D diffuse;
23uniform sampler2D specular;
24uniform sampler2D normalMap;
25uniform sampler2D shadowMap0;
26uniform sampler2D shadowMap1;
27uniform sampler2D shadowMap2;
28uniform vec4 lightDiffuse;
29uniform vec4 lightSpecular;
30uniform vec4 ambient;
31
32in vec4 oUv0;
33in vec3 oLightDir;
34in vec3 oHalfAngle;
35in vec4 oLightPosition0;
36in vec4 oLightPosition1;
37in vec4 oLightPosition2;
38in vec3 oNormal;
39out vec4 fragColour;
40
41// to put it simply, this does 100% per pixel diffuse lighting
42void main()
43{
44        // calculate shadow
45        float shadowing = 1.0;
46        vec4 splitColour;
47        if (oUv0.z <= pssmSplitPoints.y)
48        {
49                splitColour = vec4(0.1, 0.0, 0.0, 1.0);
50                shadowing = shadowPCF(shadowMap0, oLightPosition0, invShadowMapSize0.xy);
51        }
52        else if (oUv0.z <= pssmSplitPoints.z)
53        {
54                splitColour = vec4(0.0, 0.1, 0.0, 1.0);
55                shadowing = shadowPCF(shadowMap1, oLightPosition1, invShadowMapSize1.xy);
56        }
57        else
58        {
59                splitColour = vec4(0.1, 0.1, 0.0, 1.0);
60                shadowing = shadowPCF(shadowMap2, oLightPosition2, invShadowMapSize2.xy);
61        }
62
63        // retrieve normalised light vector, expand from range-compressed
64        vec3 lightVec = normalize(oLightDir);
65
66        // retrieve half angle and normalise through cube map
67        vec3 halfAngle = normalize(oHalfAngle);
68
69        // get diffuse colour
70        vec4 diffuseColour = texture(diffuse, oUv0.xy);
71
72        // specular
73        vec4 specularColour = texture(specular, oUv0.xy);
74        float shininess = specularColour.w;
75        specularColour.w = 1.0;
76
77        // calculate lit value.
78        float diffuseCoeff = max(dot(oNormal, lightVec), 0.0);
79        float specularCoeff = step(0.0, dot(oNormal, lightVec)) * max(dot(oNormal, halfAngle) * (shininess * 128.0), 0.0);
80        vec4 lighting;
81        lighting.y = diffuseCoeff * shadowing;
82        lighting.z = specularCoeff * shadowing;
83//      vec4 lighting = lit(dot(oNormal, lightVec), dot(oNormal, halfAngle), shininess * 128.0) * shadowing;
84
85        // final lighting with diffuse and spec
86        fragColour = (diffuseColour * clamp(ambient + lightDiffuse * lighting.y, 0.0, 1.0)) + (lightSpecular * specularColour * lighting.z);
87        fragColour.w = diffuseColour.w;
88
89        //oColour += splitColour;
90}
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