[1] | 1 | uniform float inverseShadowmapSize; |
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| 2 | uniform float fixedDepthBias; |
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| 3 | uniform float gradientClamp; |
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| 4 | uniform float gradientScaleBias; |
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| 5 | uniform float shadowFuzzyWidth; |
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| 6 | uniform vec4 lightColour; |
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| 7 | |
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| 8 | uniform sampler2D shadowMap; |
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| 9 | uniform sampler2D normalMap; |
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| 10 | |
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| 11 | varying vec3 tangentLightDir; |
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| 12 | |
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| 13 | |
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| 14 | // Expand a range-compressed vector |
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| 15 | vec3 expand(vec3 v) |
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| 16 | { |
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| 17 | return (v - 0.5) * 2.0; |
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| 18 | } |
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| 19 | |
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| 20 | void main() |
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| 21 | { |
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| 22 | |
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| 23 | // get the new normal and diffuse values |
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| 24 | vec3 normal = normalize(expand(texture2D(normalMap, gl_TexCoord[1].xy).xyz)); |
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| 25 | |
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| 26 | vec4 vertexColour = clamp(dot(normal, tangentLightDir),0.0,1.0) * lightColour; |
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| 27 | |
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| 28 | |
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| 29 | vec4 shadowUV = gl_TexCoord[0]; |
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| 30 | // point on shadowmap |
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| 31 | #if LINEAR_RANGE |
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| 32 | shadowUV.xy = shadowUV.xy / shadowUV.w; |
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| 33 | #else |
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| 34 | shadowUV = shadowUV / shadowUV.w; |
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| 35 | #endif |
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| 36 | float centerdepth = texture2D(shadowMap, shadowUV.xy).x; |
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| 37 | |
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| 38 | // gradient calculation |
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| 39 | float pixeloffset = inverseShadowmapSize; |
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| 40 | vec4 depths = vec4( |
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| 41 | texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x, |
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| 42 | texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x, |
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| 43 | texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x, |
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| 44 | texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x); |
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| 45 | |
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| 46 | vec2 differences = abs( depths.yw - depths.xz ); |
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| 47 | float gradient = min(gradientClamp, max(differences.x, differences.y)); |
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| 48 | float gradientFactor = gradient * gradientScaleBias; |
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| 49 | |
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| 50 | // visibility function |
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| 51 | float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); |
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| 52 | float finalCenterDepth = centerdepth + depthAdjust; |
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| 53 | |
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| 54 | // shadowUV.z contains lightspace position of current object |
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| 55 | |
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| 56 | #if FUZZY_TEST |
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| 57 | // fuzzy test - introduces some ghosting in result and doesn't appear to be needed? |
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| 58 | //float visibility = saturate(1 + delta_z / (gradient * shadowFuzzyWidth)); |
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| 59 | float visibility = saturate(1 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w); |
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| 60 | |
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| 61 | gl_FragColor = vertexColour * visibility; |
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| 62 | #else |
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| 63 | // hard test |
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| 64 | #if PCF |
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| 65 | // use depths from prev, calculate diff |
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| 66 | depths += depthAdjust; |
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| 67 | float final = (finalCenterDepth > shadowUV.z) ? 1.0 : 0.0; |
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| 68 | final += (depths.x > shadowUV.z) ? 1.0 : 0.0; |
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| 69 | final += (depths.y > shadowUV.z) ? 1.0 : 0.0; |
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| 70 | final += (depths.z > shadowUV.z) ? 1.0 : 0.0; |
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| 71 | final += (depths.w > shadowUV.z) ? 1.0 : 0.0; |
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| 72 | |
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| 73 | final *= 0.2; |
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| 74 | |
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| 75 | gl_FragColor = vec4(vertexColour.xyz * final, 1); |
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| 76 | |
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| 77 | #else |
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| 78 | gl_FragColor = (finalCenterDepth > shadowUV.z) ? vertexColour : vec4(0,0,0,1); |
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| 79 | #endif |
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| 80 | |
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| 81 | #endif |
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| 82 | |
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| 83 | } |
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| 84 | |
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