| 1 | /* Copyright Torus Knot Software Ltd 2012-2014 |
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| 2 | |
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| 3 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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| 4 | of this software and associated documentation files (the "Software"), to deal |
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| 5 | in the Software without restriction, including without limitation the rights |
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| 6 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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| 7 | copies of the Software, and to permit persons to whom the Software is |
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| 8 | furnished to do so, subject to the following conditions: |
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| 9 | |
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| 10 | The above copyright notice and this permission notice shall be included in |
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| 11 | all copies or substantial portions of the Software. |
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| 12 | |
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| 13 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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| 14 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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| 15 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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| 16 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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| 17 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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| 18 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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| 19 | THE SOFTWARE. |
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| 20 | |
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| 21 | Adapted by Matias N. Goldberg (Dark Sylinc) to GLSL based on the Cg file shadows.cg |
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| 22 | */ |
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| 23 | |
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| 24 | #version 300 es |
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| 25 | precision mediump int; |
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| 26 | precision mediump float; |
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| 27 | |
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| 28 | // Simple PCF |
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| 29 | // Number of samples in one dimension (square for total samples) |
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| 30 | #define NUM_SHADOW_SAMPLES_1D 2.0 |
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| 31 | #define SHADOW_FILTER_SCALE 1.0 |
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| 32 | |
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| 33 | #define SHADOW_SAMPLES NUM_SHADOW_SAMPLES_1D*NUM_SHADOW_SAMPLES_1D |
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| 34 | |
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| 35 | vec4 offsetSample(vec4 uv, vec2 offset, float invMapSize) |
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| 36 | { |
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| 37 | return vec4(uv.xy + offset * invMapSize * uv.w, uv.z, uv.w); |
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| 38 | } |
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| 39 | |
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| 40 | float calcDepthShadow(sampler2DShadow shadowMap, vec4 uv, float invShadowMapSize) |
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| 41 | { |
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| 42 | // 4-sample PCF |
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| 43 | |
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| 44 | float shadow = 0.0; |
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| 45 | float offset = (NUM_SHADOW_SAMPLES_1D/2.0 - 0.5) * SHADOW_FILTER_SCALE; |
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| 46 | for (float y = -offset; y <= offset; y += SHADOW_FILTER_SCALE) |
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| 47 | for (float x = -offset; x <= offset; x += SHADOW_FILTER_SCALE) |
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| 48 | { |
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| 49 | float depth = textureProj(shadowMap, offsetSample(uv, vec2(x, y), invShadowMapSize)); |
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| 50 | if (depth >= 1.0 || depth >= uv.z) |
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| 51 | shadow += 1.0; |
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| 52 | } |
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| 53 | |
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| 54 | shadow /= SHADOW_SAMPLES; |
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| 55 | |
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| 56 | return shadow; |
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| 57 | } |
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| 58 | |
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| 59 | |
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| 60 | float calcSimpleShadow(sampler2DShadow shadowMap, vec4 shadowMapPos) |
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| 61 | { |
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| 62 | return textureProj(shadowMap, shadowMapPos); |
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| 63 | } |
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| 64 | |
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| 65 | float calcPSSMDepthShadow(sampler2DShadow shadowMap0, sampler2DShadow shadowMap1, sampler2DShadow shadowMap2, |
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| 66 | vec4 lsPos0, vec4 lsPos1, vec4 lsPos2, |
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| 67 | float invShadowmapSize0, float invShadowmapSize1, float invShadowmapSize2, |
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| 68 | vec4 pssmSplitPoints, float camDepth) |
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| 69 | { |
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| 70 | |
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| 71 | float shadow; |
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| 72 | vec4 splitColour; |
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| 73 | // calculate shadow |
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| 74 | if (camDepth <= pssmSplitPoints.y) |
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| 75 | { |
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| 76 | splitColour = vec4(0.3, 0.0, 0, 0); |
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| 77 | shadow = calcDepthShadow(shadowMap0, lsPos0, invShadowmapSize0); |
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| 78 | } |
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| 79 | else if (camDepth <= pssmSplitPoints.z) |
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| 80 | { |
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| 81 | splitColour = vec4(0, 0.3, 0, 0); |
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| 82 | shadow = calcDepthShadow(shadowMap1, lsPos1, invShadowmapSize1); |
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| 83 | } |
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| 84 | else |
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| 85 | { |
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| 86 | splitColour = vec4(0.0, 0.0, 0.3, 0); |
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| 87 | shadow = calcDepthShadow(shadowMap2, lsPos2, invShadowmapSize2); |
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| 88 | } |
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| 89 | |
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| 90 | return shadow; |
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| 91 | } |
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| 92 | |
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| 93 | float calcPSSMSimpleShadow(sampler2DShadow shadowMap0, sampler2DShadow shadowMap1, sampler2DShadow shadowMap2, |
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| 94 | vec4 lsPos0, vec4 lsPos1, vec4 lsPos2, |
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| 95 | vec4 pssmSplitPoints, float camDepth) |
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| 96 | { |
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| 97 | |
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| 98 | float shadow; |
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| 99 | vec4 splitColour; |
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| 100 | // calculate shadow |
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| 101 | if (camDepth <= pssmSplitPoints.y) |
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| 102 | { |
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| 103 | splitColour = vec4(0.3, 0.0, 0, 0); |
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| 104 | shadow = calcSimpleShadow(shadowMap0, lsPos0); |
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| 105 | } |
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| 106 | else if (camDepth <= pssmSplitPoints.z) |
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| 107 | { |
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| 108 | splitColour = vec4(0, 0.3, 0, 0); |
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| 109 | shadow = calcSimpleShadow(shadowMap1, lsPos1); |
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| 110 | } |
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| 111 | else |
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| 112 | { |
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| 113 | splitColour = vec4(0.0, 0.0, 0.3, 0); |
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| 114 | shadow = calcSimpleShadow(shadowMap2, lsPos2); |
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| 115 | } |
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| 116 | |
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| 117 | return shadow; |
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| 118 | } |
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| 119 | |
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| 120 | |
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| 121 | |
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| 122 | vec3 calcPSSMDebugShadow(sampler2DShadow shadowMap0, sampler2DShadow shadowMap1, sampler2DShadow shadowMap2, |
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| 123 | vec4 lsPos0, vec4 lsPos1, vec4 lsPos2, |
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| 124 | float invShadowmapSize0, float invShadowmapSize1, float invShadowmapSize2, |
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| 125 | vec4 pssmSplitPoints, float camDepth) |
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| 126 | { |
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| 127 | |
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| 128 | vec4 splitColour; |
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| 129 | // calculate shadow |
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| 130 | if (camDepth <= pssmSplitPoints.y) |
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| 131 | { |
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| 132 | //splitColour = vec4(0.3, 0.0, 0, 0); |
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| 133 | //splitColour = lsPos0 / lsPos0.w; |
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| 134 | splitColour.rgb = vec3(textureProj(shadowMap0, lsPos0)); |
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| 135 | } |
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| 136 | else if (camDepth <= pssmSplitPoints.z) |
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| 137 | { |
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| 138 | //splitColour = vec4(0, 0.3, 0, 0); |
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| 139 | //splitColour = lsPos1 / lsPos1.w; |
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| 140 | splitColour.rgb = vec3(textureProj(shadowMap1, lsPos1)); |
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| 141 | } |
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| 142 | else |
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| 143 | { |
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| 144 | //splitColour = vec4(0.0, 0.0, 0.3, 0); |
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| 145 | //splitColour = lsPos2 / lsPos2.w; |
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| 146 | splitColour.rgb = vec3(textureProj(shadowMap2, lsPos2)); |
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| 147 | } |
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| 148 | |
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| 149 | return splitColour.rgb; |
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| 150 | } |
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