stk-code_catmod/data/shaders/sunlightshadow.frag

121 lines
3.3 KiB
GLSL
Raw Normal View History

#version 130
uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2D cloudtex;
uniform sampler2D shadowtex;
uniform sampler2D warpx;
uniform sampler2D warpy;
uniform vec3 center;
uniform vec3 col;
uniform vec2 screen;
uniform mat4 invprojview;
uniform mat4 shadowmat;
uniform int hasclouds;
uniform vec2 wind;
uniform float shadowoffset;
float decdepth(vec4 rgba) {
return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0));
}
void main() {
vec2 texc = gl_FragCoord.xy / screen;
vec4 depthread = texture2D(dtex, texc);
float z = decdepth(vec4(depthread.xyz, 0.0));
if (z < 0.03)
{
// Skyboxes are fully lit
gl_FragData[0] = vec4(1.0);
gl_FragData[1] = vec4(0.0);
return;
}
vec3 norm = texture2D(ntex, texc).xyz;
norm = (norm - 0.5) * 2.0;
// Normalized on the cpu
vec3 L = center;
float NdotL = max(0.0, dot(norm, L));
if (NdotL < 0.01) discard;
vec3 outcol = NdotL * col;
// World-space position
vec3 tmp = vec3(texc, z);
tmp = tmp * 2.0 - 1.0;
vec4 xpos = vec4(tmp, 1.0);
xpos = invprojview * xpos;
xpos.xyz /= xpos.w;
if (hasclouds == 1)
{
vec2 cloudcoord = (xpos.xz * 0.00833333) + wind;
float cloud = texture2D(cloudtex, cloudcoord).x;
//float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y);
outcol *= cloud;
}
// Shadows
vec3 shadowcoord = (shadowmat * vec4(xpos.xyz, 1.0)).xyz;
shadowcoord = (shadowcoord * 0.5) + vec3(0.5);
float movex = decdepth(texture2D(warpx, shadowcoord.xy));
float movey = decdepth(texture2D(warpy, shadowcoord.xy));
float dx = movex * 2.0 - 1.0;
float dy = movey * 2.0 - 1.0;
shadowcoord.xy += vec2(dx, dy);
vec4 shadowread = texture2D(shadowtex, shadowcoord.xy);
float shadowmapz = decdepth(vec4(shadowread.xyz, 0.0));
float moved = (abs(dx) + abs(dy)) * 0.5;
/*
float bias = 0.002 * tan(acos(NdotL)); // According to the slope
bias += smoothstep(0.001, 0.1, moved) * 0.014; // According to the warping
bias = clamp(bias, 0.001, 0.014);
*/
/*
float avi = 0.002;
float abi = 0.0025; */
float avi = 0.0018;
float abi = 0.002;
float bias = avi * tan(acos(NdotL)); // According to the slope
bias += smoothstep(0.001, 0.1, moved) * abi; // According to the warping
bias = clamp(bias, 0.001, abi);
// This ID, and four IDs around this must match for a shadow pixel
float right = texture2D(shadowtex, shadowcoord.xy + vec2(shadowoffset, 0.0)).a;
float left = texture2D(shadowtex, shadowcoord.xy + vec2(-shadowoffset, 0.0)).a;
float up = texture2D(shadowtex, shadowcoord.xy + vec2(0.0, shadowoffset)).a;
float down = texture2D(shadowtex, shadowcoord.xy + vec2(0.0, -shadowoffset)).a;
float matching = ((right + left + up + down) * 0.25) - shadowread.a;
matching = abs(matching) * 400.0;
// If the ID is different, we're likely in shadow - cut the bias to cut peter panning
float off = 7.0 - step(abs(shadowread.a - depthread.a) - matching, 0.004) * 6.0;
bias /= off;
const float softness = 8.0; // How soft is the light?
float shadowed = step(shadowmapz + bias, shadowcoord.z);
float dist = (shadowcoord.z / shadowmapz) - 1.0;
float penumbra = dist * softness / gl_FragCoord.z;
penumbra *= shadowed;
/* outcol.r = (shadowcoord.z - shadowmapz) * 50.0;
outcol.g = moved;*/
gl_FragData[0] = vec4(outcol, 0.05);
gl_FragData[1] = vec4(shadowed, penumbra, shadowed, shadowed);
}