| 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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