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source: data/branches/Shader_HS18/programs/Example/GLSLES/shadows.glsles @ 12091

Last change on this file since 12091 was 12091, checked in by wiesep, 5 years ago

Updated programs and adjusted Material to work with GLSL>150

File size: 4.4 KB
Line 
1/* Copyright Torus Knot Software Ltd 2012-2014
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 300 es
25precision mediump int;
26precision mediump float;
27
28// Simple PCF
29// Number of samples in one dimension (square for total samples)
30#define NUM_SHADOW_SAMPLES_1D 2.0
31#define SHADOW_FILTER_SCALE 1.0
32
33#define SHADOW_SAMPLES NUM_SHADOW_SAMPLES_1D*NUM_SHADOW_SAMPLES_1D
34
35vec4 offsetSample(vec4 uv, vec2 offset, float invMapSize)
36{
37        return vec4(uv.xy + offset * invMapSize * uv.w, uv.z, uv.w);
38}
39
40float calcDepthShadow(sampler2DShadow shadowMap, vec4 uv, float invShadowMapSize)
41{
42        // 4-sample PCF
43       
44        float shadow = 0.0;
45        float offset = (NUM_SHADOW_SAMPLES_1D/2.0 - 0.5) * SHADOW_FILTER_SCALE;
46        for (float y = -offset; y <= offset; y += SHADOW_FILTER_SCALE)
47                for (float x = -offset; x <= offset; x += SHADOW_FILTER_SCALE)
48                {
49                        float depth = textureProj(shadowMap, offsetSample(uv, vec2(x, y), invShadowMapSize));
50                        if (depth >= 1.0 || depth >= uv.z)
51                                shadow += 1.0;
52                }
53
54        shadow /= SHADOW_SAMPLES;
55
56        return shadow;
57}
58
59
60float calcSimpleShadow(sampler2DShadow shadowMap, vec4 shadowMapPos)
61{
62        return textureProj(shadowMap, shadowMapPos);
63}
64
65float calcPSSMDepthShadow(sampler2DShadow shadowMap0, sampler2DShadow shadowMap1, sampler2DShadow shadowMap2,
66                                                   vec4 lsPos0, vec4 lsPos1, vec4 lsPos2,
67                                                   float invShadowmapSize0, float invShadowmapSize1, float invShadowmapSize2,
68                                                   vec4 pssmSplitPoints, float camDepth)
69{
70
71        float shadow;
72        vec4 splitColour;
73        // calculate shadow
74        if (camDepth <= pssmSplitPoints.y)
75        {
76                splitColour = vec4(0.3, 0.0, 0, 0);
77                shadow = calcDepthShadow(shadowMap0, lsPos0, invShadowmapSize0);
78        }
79        else if (camDepth <= pssmSplitPoints.z)
80        {
81                splitColour = vec4(0, 0.3, 0, 0);
82                shadow = calcDepthShadow(shadowMap1, lsPos1, invShadowmapSize1);
83        }
84        else
85        {
86                splitColour = vec4(0.0, 0.0, 0.3, 0);
87                shadow = calcDepthShadow(shadowMap2, lsPos2, invShadowmapSize2);
88        }
89
90        return shadow;
91}
92
93float calcPSSMSimpleShadow(sampler2DShadow shadowMap0, sampler2DShadow shadowMap1, sampler2DShadow shadowMap2,
94                                                   vec4 lsPos0, vec4 lsPos1, vec4 lsPos2,
95                                                   vec4 pssmSplitPoints, float camDepth)
96{
97
98        float shadow;
99        vec4 splitColour;
100        // calculate shadow
101        if (camDepth <= pssmSplitPoints.y)
102        {
103                splitColour = vec4(0.3, 0.0, 0, 0);
104                shadow = calcSimpleShadow(shadowMap0, lsPos0);
105        }
106        else if (camDepth <= pssmSplitPoints.z)
107        {
108                splitColour = vec4(0, 0.3, 0, 0);
109                shadow = calcSimpleShadow(shadowMap1, lsPos1);
110        }
111        else
112        {
113                splitColour = vec4(0.0, 0.0, 0.3, 0);
114                shadow = calcSimpleShadow(shadowMap2, lsPos2);
115        }
116
117        return shadow;
118}
119
120
121
122vec3 calcPSSMDebugShadow(sampler2DShadow shadowMap0, sampler2DShadow shadowMap1, sampler2DShadow shadowMap2,
123                                                   vec4 lsPos0, vec4 lsPos1, vec4 lsPos2,
124                                                   float invShadowmapSize0, float invShadowmapSize1, float invShadowmapSize2,
125                                                   vec4 pssmSplitPoints, float camDepth)
126{
127
128        vec4 splitColour;
129        // calculate shadow
130        if (camDepth <= pssmSplitPoints.y)
131        {
132                //splitColour = vec4(0.3, 0.0, 0, 0);
133                //splitColour = lsPos0 / lsPos0.w;
134                splitColour.rgb = vec3(textureProj(shadowMap0, lsPos0));
135        }
136        else if (camDepth <= pssmSplitPoints.z)
137        {
138                //splitColour = vec4(0, 0.3, 0, 0);
139                //splitColour = lsPos1 / lsPos1.w;
140                splitColour.rgb = vec3(textureProj(shadowMap1, lsPos1));
141        }
142        else
143        {
144                //splitColour = vec4(0.0, 0.0, 0.3, 0);
145                //splitColour = lsPos2 / lsPos2.w;
146                splitColour.rgb = vec3(textureProj(shadowMap2, lsPos2));
147        }
148
149        return splitColour.rgb;
150}
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