| 1 | #version 120 | 
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| 2 |  | 
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| 3 | uniform float inverseShadowmapSize; | 
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| 4 | uniform float fixedDepthBias; | 
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| 5 | uniform float gradientClamp; | 
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| 6 | uniform float gradientScaleBias; | 
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| 7 | uniform vec4 lightColour; | 
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| 8 |  | 
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| 9 | uniform sampler2D shadowMap; | 
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| 10 | uniform sampler2D normalMap; | 
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| 11 |  | 
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| 12 | varying vec3 tangentLightDir; | 
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| 13 | varying vec4 oUv; | 
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| 14 | varying vec2 oUv2; | 
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| 15 |  | 
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| 16 | // Expand a range-compressed vector | 
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| 17 | vec3 expand(vec3 v) | 
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| 18 | { | 
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| 19 | return (v - 0.5) * 2.0; | 
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| 20 | } | 
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| 21 |  | 
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| 22 | void main() | 
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| 23 | { | 
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| 24 |  | 
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| 25 | // get the new normal and diffuse values | 
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| 26 | vec3 normal = normalize(expand(texture2D(normalMap, oUv2).xyz)); | 
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| 27 |  | 
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| 28 | vec4 vertexColour = clamp(dot(normal, tangentLightDir),0.0,1.0) * lightColour; | 
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| 29 |  | 
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| 30 |  | 
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| 31 | vec4 shadowUV = oUv; | 
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| 32 | // point on shadowmap | 
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| 33 | shadowUV = shadowUV / shadowUV.w; | 
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| 34 | float centerdepth = texture2D(shadowMap, shadowUV.xy).x; | 
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| 35 |  | 
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| 36 | // gradient calculation | 
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| 37 | float pixeloffset = inverseShadowmapSize; | 
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| 38 | vec4 depths = vec4( | 
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| 39 | texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x, | 
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| 40 | texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x, | 
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| 41 | texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x, | 
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| 42 | texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x); | 
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| 43 |  | 
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| 44 | vec2 differences = abs( depths.yw - depths.xz ); | 
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| 45 | float gradient = min(gradientClamp, max(differences.x, differences.y)); | 
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| 46 | float gradientFactor = gradient * gradientScaleBias; | 
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| 47 |  | 
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| 48 | // visibility function | 
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| 49 | float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); | 
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| 50 | float finalCenterDepth = centerdepth + depthAdjust; | 
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| 51 |  | 
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| 52 | // shadowUV.z contains lightspace position of current object | 
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| 53 | #if PCF | 
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| 54 | // use depths from prev, calculate diff | 
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| 55 | depths += depthAdjust; | 
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| 56 | float final = (finalCenterDepth > shadowUV.z) ? 1.0 : 0.0; | 
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| 57 | final += (depths.x > shadowUV.z) ? 1.0 : 0.0; | 
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| 58 | final += (depths.y > shadowUV.z) ? 1.0 : 0.0; | 
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| 59 | final += (depths.z > shadowUV.z) ? 1.0 : 0.0; | 
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| 60 | final += (depths.w > shadowUV.z) ? 1.0 : 0.0; | 
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| 61 |  | 
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| 62 | final *= 0.2; | 
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| 63 |  | 
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| 64 | gl_FragColor = vec4(vertexColour.xyz * final, 1); | 
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| 65 |  | 
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| 66 | #else | 
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| 67 | gl_FragColor = (finalCenterDepth > shadowUV.z) ? vertexColour : vec4(0,0,0,1); | 
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| 68 | #endif | 
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| 69 | } | 
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| 70 |  | 
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