stk-code_catmod/data/shaders/shadowimportance.frag
vincentlj fa068d7810 OGL32CTX: Ask #version 130 for all our shaders
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14919 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-05 00:08:00 +00:00

72 lines
1.3 KiB
GLSL

#version 130
uniform sampler2D ntex;
uniform sampler2D ctex;
uniform vec3 campos;
uniform int low;
varying vec3 wpos;
varying vec2 texc;
float luminanceImp()
{
// A full-res fetch kills on low-end
if (low > 0) return 1.0;
const vec3 weights = vec3(0.2126, 0.7152, 0.0722); // ITU-R BT. 709
vec3 col = texture2D(ctex, texc).xyz;
float luma = dot(weights, col);
// Dark surfaces need less resolution
float f = smoothstep(0.1, 0.4, luma);
f = max(0.05, f);
return f;
}
float normalImp(vec3 normal)
{
vec3 camdir = normalize(campos - wpos);
vec3 N = normalize(normal);
// Boost surfaces facing the viewer directly
float f = 2.0 * max(0.0, dot(N, camdir));
return f;
}
float depthImp(float linearz)
{
/* const float skip = 0.7;
float f = min(linearz, skip);
f *= 1.0/skip;*/
float z = log(1.0 + linearz * 9.0) / log(10.0);
float f = 1.0 - (z * 0.9);
return f;
}
void main()
{
vec4 ntmp = texture2D(ntex, texc);
vec3 normal = ntmp.xyz * 2.0 - 1.0;
float linearz = ntmp.a;
float importance = normalImp(normal) * depthImp(linearz) * luminanceImp();
importance = clamp(importance, 0.0, 1.0);
float low = step(0.001, importance);
// Quantize it
const float steps = 16.0;
importance *= steps;
importance = ceil(importance) * low;
importance /= steps;
gl_FragColor = vec4(importance);
gl_FragDepth = 1.0 - importance;
}