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source: data/branches/Shader_HS18/programs/GLSL120/shadows.glsl @ 12115

Last change on this file since 12115 was 12115, checked in by wiesep, 5 years ago

Changed folder structure, deletet some unused files and cleaned up code

File size: 4.4 KB
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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// Simple PCF
25// Number of samples in one dimension (square for total samples)
26#define NUM_SHADOW_SAMPLES_1D 2.0
27#define SHADOW_FILTER_SCALE 1.0
28
29#define SHADOW_SAMPLES NUM_SHADOW_SAMPLES_1D*NUM_SHADOW_SAMPLES_1D
30
31vec4 offsetSample(vec4 uv, vec2 offset, float invMapSize)
32{
33        return vec4(uv.xy + offset * invMapSize * uv.w, uv.z, uv.w);
34}
35
36float calcDepthShadow(sampler2DShadow shadowMap, vec4 uv, float invShadowMapSize)
37{
38        // 4-sample PCF
39       
40        float shadow = 0.0;
41        float offset = (NUM_SHADOW_SAMPLES_1D/2.0 - 0.5) * SHADOW_FILTER_SCALE;
42        for (float y = -offset; y <= offset; y += SHADOW_FILTER_SCALE)
43                for (float x = -offset; x <= offset; x += SHADOW_FILTER_SCALE)
44                {
45                        float depth = vec4(shadow2DProj(shadowMap, offsetSample(uv, vec2(x, y), invShadowMapSize))).x;
46                        if (depth >= 1.0 || depth >= uv.z)
47                                shadow += 1.0;
48                }
49
50        shadow /= SHADOW_SAMPLES;
51
52        return shadow;
53}
54
55
56float calcSimpleShadow(sampler2DShadow shadowMap, vec4 shadowMapPos)
57{
58        return vec4(shadow2DProj(shadowMap, shadowMapPos)).x;
59}
60
61float calcPSSMDepthShadow(sampler2DShadow shadowMap0, sampler2DShadow shadowMap1, sampler2DShadow shadowMap2, 
62                                                   vec4 lsPos0, vec4 lsPos1, vec4 lsPos2,
63                                                   float invShadowmapSize0, float invShadowmapSize1, float invShadowmapSize2,
64                                                   vec4 pssmSplitPoints, float camDepth)
65{
66
67        float shadow;
68        vec4 splitColour;
69        // calculate shadow
70        if (camDepth <= pssmSplitPoints.y)
71        {
72                splitColour = vec4(0.3, 0.0, 0, 0);
73                shadow = calcDepthShadow(shadowMap0, lsPos0, invShadowmapSize0);
74        }
75        else if (camDepth <= pssmSplitPoints.z)
76        {
77                splitColour = vec4(0, 0.3, 0, 0);
78                shadow = calcDepthShadow(shadowMap1, lsPos1, invShadowmapSize1);
79        }
80        else
81        {
82                splitColour = vec4(0.0, 0.0, 0.3, 0);
83                shadow = calcDepthShadow(shadowMap2, lsPos2, invShadowmapSize2);
84        }
85
86        return shadow;
87}
88
89float calcPSSMSimpleShadow(sampler2DShadow shadowMap0, sampler2DShadow shadowMap1, sampler2DShadow shadowMap2, 
90                                                   vec4 lsPos0, vec4 lsPos1, vec4 lsPos2,
91                                                   vec4 pssmSplitPoints, float camDepth)
92{
93
94        float shadow;
95        vec4 splitColour;
96        // calculate shadow
97        if (camDepth <= pssmSplitPoints.y)
98        {
99                splitColour = vec4(0.3, 0.0, 0, 0);
100                shadow = calcSimpleShadow(shadowMap0, lsPos0);
101        }
102        else if (camDepth <= pssmSplitPoints.z)
103        {
104                splitColour = vec4(0, 0.3, 0, 0);
105                shadow = calcSimpleShadow(shadowMap1, lsPos1);
106        }
107        else
108        {
109                splitColour = vec4(0.0, 0.0, 0.3, 0);
110                shadow = calcSimpleShadow(shadowMap2, lsPos2);
111        }
112
113        return shadow;
114}
115
116
117
118vec3 calcPSSMDebugShadow(sampler2DShadow shadowMap0, sampler2DShadow shadowMap1, sampler2DShadow shadowMap2, 
119                                                   vec4 lsPos0, vec4 lsPos1, vec4 lsPos2,
120                                                   float invShadowmapSize0, float invShadowmapSize1, float invShadowmapSize2,
121                                                   vec4 pssmSplitPoints, float camDepth)
122{
123
124        vec4 splitColour;
125        // calculate shadow
126        if (camDepth <= pssmSplitPoints.y)
127        {
128                //splitColour = vec4(0.3, 0.0, 0, 0);
129                //splitColour = lsPos0 / lsPos0.w;
130                splitColour.rgb = vec4(shadow2DProj(shadowMap0, lsPos0)).xxx;
131        }
132        else if (camDepth <= pssmSplitPoints.z)
133        {
134                //splitColour = vec4(0, 0.3, 0, 0);
135                //splitColour = lsPos1 / lsPos1.w;
136                splitColour.rgb = vec4(shadow2DProj(shadowMap1, lsPos1)).xxx;
137        }
138        else
139        {
140                //splitColour = vec4(0.0, 0.0, 0.3, 0);
141                //splitColour = lsPos2 / lsPos2.w;
142                splitColour.rgb = vec4(shadow2DProj(shadowMap2, lsPos2)).xxx;
143        }
144
145        return splitColour.rgb;
146}
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