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source: downloads/Samples/Media/materials/programs/DepthShadowmapReceiverFp.glsl @ 3

Last change on this file since 3 was 3, checked in by anonymous, 17 years ago

=update

File size: 2.0 KB
Line 
1uniform float inverseShadowmapSize;
2uniform float fixedDepthBias;
3uniform float gradientClamp;
4uniform float gradientScaleBias;
5uniform float shadowFuzzyWidth;
6
7uniform sampler2D shadowMap;
8
9void main()
10{
11        vec4 shadowUV = gl_TexCoord[0];
12        // point on shadowmap
13#if LINEAR_RANGE
14        shadowUV.xy = shadowUV.xy / shadowUV.w;
15#else
16        shadowUV = shadowUV / shadowUV.w;
17#endif
18        float centerdepth = texture2D(shadowMap, shadowUV.xy).x;
19   
20    // gradient calculation
21        float pixeloffset = inverseShadowmapSize;
22    vec4 depths = vec4(
23        texture2D(shadowMap, shadowUV.xy + vec2(-pixeloffset, 0)).x,
24        texture2D(shadowMap, shadowUV.xy + vec2(+pixeloffset, 0)).x,
25        texture2D(shadowMap, shadowUV.xy + vec2(0, -pixeloffset)).x,
26        texture2D(shadowMap, shadowUV.xy + vec2(0, +pixeloffset)).x);
27
28        vec2 differences = abs( depths.yw - depths.xz );
29        float gradient = min(gradientClamp, max(differences.x, differences.y));
30        float gradientFactor = gradient * gradientScaleBias;
31
32        // visibility function
33        float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth);
34        float finalCenterDepth = centerdepth + depthAdjust;
35
36        // shadowUV.z contains lightspace position of current object
37
38#if FUZZY_TEST
39        // fuzzy test - introduces some ghosting in result and doesn't appear to be needed?
40        //float visibility = saturate(1 + delta_z / (gradient * shadowFuzzyWidth));
41        float visibility = saturate(1 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w);
42
43        gl_FragColor = vertexColour * visibility;
44#else
45        // hard test
46#if PCF
47        // use depths from prev, calculate diff
48        depths += depthAdjust;
49        float final = (finalCenterDepth > shadowUV.z) ? 1.0 : 0.0;
50        final += (depths.x > shadowUV.z) ? 1.0 : 0.0;
51        final += (depths.y > shadowUV.z) ? 1.0 : 0.0;
52        final += (depths.z > shadowUV.z) ? 1.0 : 0.0;
53        final += (depths.w > shadowUV.z) ? 1.0 : 0.0;
54       
55        final *= 0.2;
56
57        gl_FragColor = vec4(gl_Color.xyz * final, 1);
58       
59#else
60        gl_FragColor = (finalCenterDepth > shadowUV.z) ? gl_Color : vec4(0,0,0,1);
61#endif
62
63#endif
64   
65}
66
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