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source: data/branches/Shader_HS18/programs/Example/GLSL150/shadows.glsl @ 12083

Last change on this file since 12083 was 12083, checked in by wiesep, 5 years ago

Reorganised shader programs

File size: 4.5 KB
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1/* Copyright Torus Knot Software Ltd 2012-2013
2
3Permission is hereby granted, free of charge, to any person obtaining a copy
4of this software and associated documentation files (the "Software"), to deal
5in the Software without restriction, including without limitation the rights
6to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7copies of the Software, and to permit persons to whom the Software is
8furnished to do so, subject to the following conditions:
9
10The above copyright notice and this permission notice shall be included in
11all copies or substantial portions of the Software.
12
13THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
14IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
15FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
16AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
17LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
19THE SOFTWARE.
20
21Adapted by Matias N. Goldberg (Dark Sylinc) to GLSL based on the Cg file shadows.cg
22*/
23
24#version 150
25
26// Simple PCF
27// Number of samples in one dimension (square for total samples)
28#define NUM_SHADOW_SAMPLES_1D 2.0
29#define SHADOW_FILTER_SCALE 1.0
30
31#define SHADOW_SAMPLES NUM_SHADOW_SAMPLES_1D*NUM_SHADOW_SAMPLES_1D
32
33vec4 offsetSample(vec4 uv, vec2 offset, float invMapSize)
34{
35        return vec4(uv.xy + offset * invMapSize * uv.w, uv.z, uv.w);
36}
37
38float calcDepthShadow(sampler2DShadow shadowMap, vec4 uv, float invShadowMapSize)
39{
40        // 4-sample PCF
41       
42        float shadow = 0.0;
43        float offset = (NUM_SHADOW_SAMPLES_1D/2.0 - 0.5) * SHADOW_FILTER_SCALE;
44        for (float y = -offset; y <= offset; y += SHADOW_FILTER_SCALE)
45                for (float x = -offset; x <= offset; x += SHADOW_FILTER_SCALE)
46                {
47                        float depth = textureProj(shadowMap, offsetSample(uv, vec2(x, y), invShadowMapSize));
48                        if (depth >= 1.0 || depth >= uv.z)
49                                shadow += 1.0;
50                }
51
52        shadow /= SHADOW_SAMPLES;
53
54        return shadow;
55}
56
57
58float calcSimpleShadow(sampler2DShadow shadowMap, vec4 shadowMapPos)
59{
60        return textureProj(shadowMap, shadowMapPos);
61}
62
63float calcPSSMDepthShadow(sampler2DShadow shadowMap0, sampler2DShadow shadowMap1, sampler2DShadow shadowMap2, 
64                                                   vec4 lsPos0, vec4 lsPos1, vec4 lsPos2,
65                                                   float invShadowmapSize0, float invShadowmapSize1, float invShadowmapSize2,
66                                                   vec4 pssmSplitPoints, float camDepth)
67{
68
69        float shadow;
70        vec4 splitColour;
71        // calculate shadow
72        if (camDepth <= pssmSplitPoints.y)
73        {
74                splitColour = vec4(0.3, 0.0, 0, 0);
75                shadow = calcDepthShadow(shadowMap0, lsPos0, invShadowmapSize0);
76        }
77        else if (camDepth <= pssmSplitPoints.z)
78        {
79                splitColour = vec4(0, 0.3, 0, 0);
80                shadow = calcDepthShadow(shadowMap1, lsPos1, invShadowmapSize1);
81        }
82        else
83        {
84                splitColour = vec4(0.0, 0.0, 0.3, 0);
85                shadow = calcDepthShadow(shadowMap2, lsPos2, invShadowmapSize2);
86        }
87
88        return shadow;
89}
90
91float calcPSSMSimpleShadow(sampler2DShadow shadowMap0, sampler2DShadow shadowMap1, sampler2DShadow shadowMap2, 
92                                                   vec4 lsPos0, vec4 lsPos1, vec4 lsPos2,
93                                                   vec4 pssmSplitPoints, float camDepth)
94{
95
96        float shadow;
97        vec4 splitColour;
98        // calculate shadow
99        if (camDepth <= pssmSplitPoints.y)
100        {
101                splitColour = vec4(0.3, 0.0, 0, 0);
102                shadow = calcSimpleShadow(shadowMap0, lsPos0);
103        }
104        else if (camDepth <= pssmSplitPoints.z)
105        {
106                splitColour = vec4(0, 0.3, 0, 0);
107                shadow = calcSimpleShadow(shadowMap1, lsPos1);
108        }
109        else
110        {
111                splitColour = vec4(0.0, 0.0, 0.3, 0);
112                shadow = calcSimpleShadow(shadowMap2, lsPos2);
113        }
114
115        return shadow;
116}
117
118
119
120vec3 calcPSSMDebugShadow(sampler2DShadow shadowMap0, sampler2DShadow shadowMap1, sampler2DShadow shadowMap2, 
121                                                   vec4 lsPos0, vec4 lsPos1, vec4 lsPos2,
122                                                   float invShadowmapSize0, float invShadowmapSize1, float invShadowmapSize2,
123                                                   vec4 pssmSplitPoints, float camDepth)
124{
125
126        vec4 splitColour;
127        // calculate shadow
128        if (camDepth <= pssmSplitPoints.y)
129        {
130                //splitColour = vec4(0.3, 0.0, 0, 0);
131                //splitColour = lsPos0 / lsPos0.w;
132                splitColour.rgb = vec3(textureProj(shadowMap0, lsPos0));
133        }
134        else if (camDepth <= pssmSplitPoints.z)
135        {
136                //splitColour = vec4(0, 0.3, 0, 0);
137                //splitColour = lsPos1 / lsPos1.w;
138                splitColour.rgb = vec3(textureProj(shadowMap1, lsPos1));
139        }
140        else
141        {
142                //splitColour = vec4(0.0, 0.0, 0.3, 0);
143                //splitColour = lsPos2 / lsPos2.w;
144                splitColour.rgb = vec3(textureProj(shadowMap2, lsPos2));
145        }
146
147        return splitColour.rgb;
148}
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