blob: ab5993b6b43d5dcc8e91cbc13d7a182ee0e93b18 [file] [log] [blame]
#ifdef HARDWARE_SHADOWS
#define SHADOWMAP sampler2DShadow
#define SHADOWCOMPARE(tex,coord) shadow2DProj(tex, coord).r
#else
#define SHADOWMAP sampler2D
#define SHADOWCOMPARE(tex,coord) step(coord.z, texture2DProj(tex, coord).r)
#endif
#if FILTER_MODE == 0
#define GETSHADOW Shadow_DoShadowCompare
#define KERNEL 1.0
#elif FILTER_MODE == 1
#ifdef HARDWARE_SHADOWS
#define GETSHADOW Shadow_DoShadowCompare
#else
#define GETSHADOW Shadow_DoBilinear_2x2
#endif
#define KERNEL 1.0
#elif FILTER_MODE == 2
#define GETSHADOW Shadow_DoDither_2x2
#define KERNEL 1.0
#elif FILTER_MODE == 3
#define GETSHADOW Shadow_DoPCF
#define KERNEL 4.0
#elif FILTER_MODE == 4
#define GETSHADOW Shadow_DoPCF
#define KERNEL 8.0
#endif
uniform SHADOWMAP m_ShadowMap0;
uniform SHADOWMAP m_ShadowMap1;
uniform SHADOWMAP m_ShadowMap2;
uniform SHADOWMAP m_ShadowMap3;
uniform vec4 m_Splits;
uniform float m_ShadowIntensity;
varying vec4 projCoord0;
varying vec4 projCoord1;
varying vec4 projCoord2;
varying vec4 projCoord3;
varying float shadowPosition;
const float texSize = 1024.0;
const float pixSize = 1.0 / texSize;
const vec2 pixSize2 = vec2(pixSize);
float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, in vec4 projCoord, in vec2 offset){
vec4 coord = vec4(projCoord.xy + offset.xy * pixSize2, projCoord.zw);
return SHADOWCOMPARE(tex, coord);
}
float Shadow_DoShadowCompare(in SHADOWMAP tex, vec4 projCoord){
return SHADOWCOMPARE(tex, projCoord);
}
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 shadow = 0.0;
vec2 o = mod(floor(gl_FragCoord.xy), 2.0);
shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, 1.5) + o);
shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, 1.5) + o);
shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, -0.5) + o);
shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, -0.5) + o);
shadow *= 0.25 ;
return shadow;
}
float Shadow_DoBilinear_2x2(in SHADOWMAP tex, in vec4 projCoord){
vec4 gather = vec4(0.0);
gather.x = Shadow_DoShadowCompareOffset(tex, projCoord, vec2(0.0, 0.0));
gather.y = Shadow_DoShadowCompareOffset(tex, projCoord, vec2(1.0, 0.0));
gather.z = Shadow_DoShadowCompareOffset(tex, projCoord, vec2(0.0, 1.0));
gather.w = Shadow_DoShadowCompareOffset(tex, projCoord, vec2(1.0, 1.0));
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 shadow = 0.0;
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){
shadow += clamp(Shadow_DoShadowCompareOffset(tex,projCoord,vec2(x,y)) +
Shadow_BorderCheck(projCoord.xy),
0.0, 1.0);
}
}
shadow = shadow / (KERNEL * KERNEL);
return shadow;
}
void main(){
vec4 shadowPerSplit = vec4(0.0);
shadowPerSplit.x = GETSHADOW(m_ShadowMap0, projCoord0);
shadowPerSplit.y = GETSHADOW(m_ShadowMap1, projCoord1);
shadowPerSplit.z = GETSHADOW(m_ShadowMap2, projCoord2);
shadowPerSplit.w = GETSHADOW(m_ShadowMap3, projCoord3);
vec4 less = step( shadowPosition, m_Splits );
vec4 more = vec4(1.0) - step( shadowPosition, vec4(0.0, m_Splits.xyz) );
float shadow = dot(shadowPerSplit, less * more );
shadow = shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity);
gl_FragColor = vec4(shadow, shadow, shadow, 1.0);
}