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// Because gpu_shader5 is actually where those
// gather functions are declared to work on shadowmaps
#extension GL_ARB_gpu_shader5 : enable
#ifdef HARDWARE_SHADOWS
#define SHADOWMAP sampler2DShadow
#define SHADOWCOMPAREOFFSET(tex,coord,offset) textureProjOffset(tex, coord, offset)
#define SHADOWCOMPARE(tex,coord) textureProj(tex, coord)
#define SHADOWGATHER(tex,coord) textureGather(tex, coord.xy, coord.z)
#else
#define SHADOWMAP sampler2D
#define SHADOWCOMPAREOFFSET(tex,coord,offset) step(coord.z, textureProjOffset(tex, coord, offset).r)
#define SHADOWCOMPARE(tex,coord) step(coord.z, textureProj(tex, coord).r)
#define SHADOWGATHER(tex,coord) step(coord.z, textureGather(tex, coord.xy))
#endif
#if FILTER_MODE == 0
#define GETSHADOW SHADOWCOMPARE
#define KERNEL 1
#elif FILTER_MODE == 1
#ifdef HARDWARE_SHADOWS
#define GETSHADOW SHADOWCOMPARE
#else
#define GETSHADOW Shadow_DoBilinear_2x2
#endif
#define KERNEL 1
#elif FILTER_MODE == 2
#define GETSHADOW Shadow_DoDither_2x2
#define KERNEL 1
#elif FILTER_MODE == 3
#define GETSHADOW Shadow_DoPCF
#define KERNEL 4
#elif FILTER_MODE == 4
#define GETSHADOW Shadow_DoPCF
#define KERNEL 8
#endif
out vec4 outFragColor;
uniform SHADOWMAP m_ShadowMap0;
uniform SHADOWMAP m_ShadowMap1;
uniform SHADOWMAP m_ShadowMap2;
uniform SHADOWMAP m_ShadowMap3;
uniform vec4 m_Splits;
uniform float m_ShadowIntensity;
in vec4 projCoord0;
in vec4 projCoord1;
in vec4 projCoord2;
in vec4 projCoord3;
in float shadowPosition;
float Shadow_BorderCheck(in vec2 coord){
// Fastest, "hack" method (uses 4-5 instructions)
vec4 t = vec4(coord.xy, 0.0, 1.0);
t = step(t.wwxy, t.xyzz);
return dot(t,t);
}
float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){
float border = Shadow_BorderCheck(projCoord.xy);
if (border > 0.0)
return 1.0;
ivec2 texSize = textureSize(tex, 0);
vec2 pixSize = 1.0 / vec2(texSize);
float shadow = 0.0;
ivec2 o = ivec2(mod(floor(gl_FragCoord.xy), 2.0));
shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, 1.5)+o), projCoord.zw));
shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, 1.5)+o), projCoord.zw));
shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, -0.5)+o), projCoord.zw));
shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, -0.5)+o), projCoord.zw));
shadow *= 0.25;
return shadow;
}
float Shadow_DoBilinear_2x2(in SHADOWMAP tex, in vec4 projCoord){
float border = Shadow_BorderCheck(projCoord.xy);
if (border > 0.0)
return 1.0;
ivec2 texSize = textureSize(tex, 0);
#ifdef GL_ARB_gpu_shader5
vec4 coord = vec4(projCoord.xyz / projCoord.www,0.0);
vec4 gather = SHADOWGATHER(tex, coord);
#else
vec4 gather = vec4(0.0);
gather.x = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 0));
gather.y = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 0));
gather.z = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 1));
gather.w = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 1));
#endif
vec2 f = fract( projCoord.xy * texSize );
vec2 mx = mix( gather.xz, gather.yw, f.x );
return mix( mx.x, mx.y, f.y );
}
float Shadow_DoPCF(in SHADOWMAP tex, in vec4 projCoord){
float pixSize = 1.0 / textureSize(tex,0).x;
float shadow = 0.0;
float border = Shadow_BorderCheck(projCoord.xy);
if (border > 0.0)
return 1.0;
float bound = KERNEL * 0.5 - 0.5;
bound *= PCFEDGE;
for (float y = -bound; y <= bound; y += PCFEDGE){
for (float x = -bound; x <= bound; x += PCFEDGE){
vec4 coord = vec4(projCoord.xy + vec2(x,y) * pixSize, projCoord.zw);
shadow += SHADOWCOMPARE(tex, coord);
}
}
shadow = shadow / (KERNEL * KERNEL);
return shadow;
}
void main(){
float shadow = 0.0;
if(shadowPosition < m_Splits.x){
shadow = GETSHADOW(m_ShadowMap0, projCoord0);
}else if( shadowPosition < m_Splits.y){
shadow = GETSHADOW(m_ShadowMap1, projCoord1);
}else if( shadowPosition < m_Splits.z){
shadow = GETSHADOW(m_ShadowMap2, projCoord2);
}else if( shadowPosition < m_Splits.w){
shadow = GETSHADOW(m_ShadowMap3, projCoord3);
}
shadow = shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity);
outFragColor = vec4(shadow, shadow, shadow, 1.0);
}