stk-code_catmod/data/shaders/sunlightshadow.frag
2014-02-09 21:18:15 +01:00

121 lines
3.5 KiB
GLSL

#version 130
uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2DShadow shadowtex;
//uniform sampler2D warpx;
///uniform sampler2D warpy;
uniform vec3 direction;
uniform vec3 col;
uniform mat4 invproj;
uniform mat4 shadowmat;
//uniform int hasclouds;
//uniform vec2 wind;
//uniform float shadowoffset;
in vec2 uv;
out vec4 Diff;
out vec4 Spec;
vec3 DecodeNormal(vec2 n)
{
float z = dot(n, n) * 2. - 1.;
vec2 xy = normalize(n) * sqrt(1. - z * z);
return vec3(xy,z);
}
void main() {
float z = texture(dtex, uv).x;
vec4 xpos = 2.0 * vec4(uv, z, 1.0) - 1.0;
xpos = invproj * xpos;
xpos.xyz /= xpos.w;
if (z < 0.03)
{
// Skyboxes are fully lit
Diff = vec4(1.0);
Spec = vec4(1.0);
return;
}
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
// Normalized on the cpu
vec3 L = direction;
float NdotL = max(0.0, dot(norm, L));
vec3 R = reflect(L, norm);
float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
float Specular = pow(RdotE, 200);
vec3 outcol = NdotL * col;
// if (hasclouds == 1)
// {
// vec2 cloudcoord = (xpos.xz * 0.00833333) + wind;
// float cloud = texture(cloudtex, cloudcoord).x;
// //float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y);
// outcol *= cloud;
// }
// Shadows
vec4 shadowcoord = (shadowmat * vec4(xpos.xyz, 1.0));
shadowcoord /= shadowcoord.w;
vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
// shadowcoord = (shadowcoord * 0.5) + vec3(0.5);
// float movex = decdepth(texture(warpx, shadowcoord.xy));
// float movey = decdepth(texture(warpy, shadowcoord.xy));
// float dx = movex * 2.0 - 1.0;
// float dy = movey * 2.0 - 1.0;
// shadowcoord.xy += vec2(dx, dy);*/
//float shadowmapz = 2. * texture(shadowtex, vec3(shadowtexcoord, shadowcoord.z).x - 1.;
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 factor = texture(shadowtex, vec3(shadowtexcoord, 0.5 * (shadowcoord.z + bias) + 0.5));
Diff = vec4(factor * NdotL * col, 1.);
Spec = vec4(factor * Specular * col, 1.);
return;
// float moved = (abs(dx) + abs(dy)) * 0.5;
// 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 = texture(shadowtex, shadowcoord.xy + vec2(shadowoffset, 0.0)).a;
float left = texture(shadowtex, shadowcoord.xy + vec2(-shadowoffset, 0.0)).a;
float up = texture(shadowtex, shadowcoord.xy + vec2(0.0, shadowoffset)).a;
float down = texture(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;*/
// FragColor = vec4(outcol, 0.05);
// OtherOutput = vec4(shadowed, penumbra, shadowed, shadowed);
}