121 lines
3.5 KiB
GLSL
121 lines
3.5 KiB
GLSL
#version 130
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2DShadow shadowtex;
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//uniform sampler2D warpx;
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///uniform sampler2D warpy;
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uniform vec3 direction;
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uniform vec3 col;
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uniform mat4 invproj;
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uniform mat4 shadowmat;
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//uniform int hasclouds;
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//uniform vec2 wind;
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//uniform float shadowoffset;
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in vec2 uv;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n)
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{
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float z = dot(n, n) * 2. - 1.;
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vec2 xy = normalize(n) * sqrt(1. - z * z);
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return vec3(xy,z);
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}
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void main() {
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float z = texture(dtex, uv).x;
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vec4 xpos = 2.0 * vec4(uv, z, 1.0) - 1.0;
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xpos = invproj * xpos;
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xpos.xyz /= xpos.w;
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if (z < 0.03)
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{
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// Skyboxes are fully lit
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Diff = vec4(1.0);
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Spec = vec4(1.0);
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return;
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}
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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// Normalized on the cpu
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vec3 L = direction;
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float NdotL = max(0.0, dot(norm, L));
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vec3 R = reflect(L, norm);
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float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
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float Specular = pow(RdotE, 200);
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vec3 outcol = NdotL * col;
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// if (hasclouds == 1)
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// {
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// vec2 cloudcoord = (xpos.xz * 0.00833333) + wind;
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// float cloud = texture(cloudtex, cloudcoord).x;
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// //float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y);
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// outcol *= cloud;
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// }
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// Shadows
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vec4 shadowcoord = (shadowmat * vec4(xpos.xyz, 1.0));
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shadowcoord /= shadowcoord.w;
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vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
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// shadowcoord = (shadowcoord * 0.5) + vec3(0.5);
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// float movex = decdepth(texture(warpx, shadowcoord.xy));
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// float movey = decdepth(texture(warpy, shadowcoord.xy));
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// float dx = movex * 2.0 - 1.0;
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// float dy = movey * 2.0 - 1.0;
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// shadowcoord.xy += vec2(dx, dy);*/
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//float shadowmapz = 2. * texture(shadowtex, vec3(shadowtexcoord, shadowcoord.z).x - 1.;
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float bias = 0.002 * tan(acos(NdotL)); // According to the slope
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// bias += smoothstep(0.001, 0.1, moved) * 0.014; // According to the warping
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bias = clamp(bias, 0.001, 0.014);
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float factor = texture(shadowtex, vec3(shadowtexcoord, 0.5 * (shadowcoord.z + bias) + 0.5));
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Diff = vec4(factor * NdotL * col, 1.);
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Spec = vec4(factor * Specular * col, 1.);
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return;
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// float moved = (abs(dx) + abs(dy)) * 0.5;
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// float avi = 0.002;
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// float abi = 0.0025;
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/* float avi = 0.0018;
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float abi = 0.002;
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float bias = avi * tan(acos(NdotL)); // According to the slope
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bias += smoothstep(0.001, 0.1, moved) * abi; // According to the warping
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bias = clamp(bias, 0.001, abi);
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// This ID, and four IDs around this must match for a shadow pixel
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float right = texture(shadowtex, shadowcoord.xy + vec2(shadowoffset, 0.0)).a;
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float left = texture(shadowtex, shadowcoord.xy + vec2(-shadowoffset, 0.0)).a;
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float up = texture(shadowtex, shadowcoord.xy + vec2(0.0, shadowoffset)).a;
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float down = texture(shadowtex, shadowcoord.xy + vec2(0.0, -shadowoffset)).a;
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float matching = ((right + left + up + down) * 0.25) - shadowread.a;
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matching = abs(matching) * 400.0;
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// If the ID is different, we're likely in shadow - cut the bias to cut peter panning
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float off = 7.0 - step(abs(shadowread.a - depthread.a) - matching, 0.004) * 6.0;
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bias /= off;
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const float softness = 8.0; // How soft is the light?
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float shadowed = step(shadowmapz + bias, shadowcoord.z);
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float dist = (shadowcoord.z / shadowmapz) - 1.0;
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float penumbra = dist * softness / gl_FragCoord.z;
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penumbra *= shadowed;*/
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/* outcol.r = (shadowcoord.z - shadowmapz) * 50.0;
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outcol.g = moved;*/
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// FragColor = vec4(outcol, 0.05);
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// OtherOutput = vec4(shadowed, penumbra, shadowed, shadowed);
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}
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