diff --git a/Effects/sunlight.eff b/Effects/sunlight.eff
index 4a12ce705..1717de1ce 100644
--- a/Effects/sunlight.eff
+++ b/Effects/sunlight.eff
@@ -4,14 +4,26 @@
-
+
/sim/rendering/shadows/enabled
-
- 1.0
- /sim/rendering/shadows/filtering
-
+
+
+ 2.0
+ /sim/rendering/shadows/filtering
+
+
+
+ 1.0
+ /sim/rendering/shadows/filtering
+
+
+ 1.0
+ /sim/rendering/shadows/num-cascades
+
+
+
@@ -96,9 +108,16 @@
-->
-
+
- /sim/rendering/shadows/enabled
+
+ /sim/rendering/shadows/enabled
+
+
+ 1.0
+ /sim/rendering/shadows/num-cascades
+
+
false
@@ -177,6 +196,92 @@
-->
+
+
+ /sim/rendering/shadows/enabled
+
+
+ false
+
+ false
+
+
+ one
+ one
+
+
+ 1
+ RenderBin
+
+
+ 0
+ depth-buffer
+
+
+ 1
+ normal-buffer
+
+
+ 2
+ diffuse-buffer
+
+
+ 3
+ spec-emis-buffer
+
+
+ 4
+ shadow-buffer
+
+
+ Shaders/sunlight-simple.vert
+ Shaders/sunlight-simple.frag
+ Shaders/gbuffer-functions.frag
+
+
+ depth_tex
+ sampler-2d
+ 0
+
+
+ normal_tex
+ sampler-2d
+ 1
+
+
+ color_tex
+ sampler-2d
+ 2
+
+
+ spec_emis_tex
+ sampler-2d
+ 3
+
+
+ shadow_tex
+ sampler-2d
+ 4
+
+
+ filtering
+ int
+
+
+
+
+
false
@@ -210,6 +315,7 @@
Shaders/sunlight.vert
Shaders/sunlight-noshadow.frag
+ Shaders/gbuffer-functions.frag
depth_tex
diff --git a/Shaders/sunlight-noshadow.frag b/Shaders/sunlight-noshadow.frag
index 79f5ea664..5e4abf0f2 100644
--- a/Shaders/sunlight-noshadow.frag
+++ b/Shaders/sunlight-noshadow.frag
@@ -8,23 +8,19 @@ uniform vec4 fg_SunSpecularColor;
uniform vec3 fg_SunDirection;
uniform vec3 fg_Planes;
varying vec3 ray;
+
+vec3 normal_decode(vec2 enc);
+
void main() {
vec2 coords = gl_TexCoord[0].xy;
vec4 spec_emis = texture2D( spec_emis_tex, coords );
if ( spec_emis.a < 0.1 )
discard;
- vec3 normal;
- normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);
- normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );
+ vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
float len = length(normal);
normal /= len;
vec3 viewDir = normalize(ray);
- float depth = texture2D( depth_tex, coords ).r;
- vec3 pos;
- pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
- pos.xy = viewDir.xy / viewDir.z * pos.z;
- vec4 tint;
vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
lightDir = normalize( lightDir );
vec3 color = texture2D( color_tex, coords ).rgb;
diff --git a/Shaders/sunlight-simple.frag b/Shaders/sunlight-simple.frag
new file mode 100644
index 000000000..4a354c02b
--- /dev/null
+++ b/Shaders/sunlight-simple.frag
@@ -0,0 +1,74 @@
+uniform mat4 fg_ViewMatrix;
+uniform sampler2D depth_tex;
+uniform sampler2D normal_tex;
+uniform sampler2D color_tex;
+uniform sampler2D spec_emis_tex;
+uniform sampler2DShadow shadow_tex;
+uniform vec4 fg_SunDiffuseColor;
+uniform vec4 fg_SunSpecularColor;
+uniform vec3 fg_SunDirection;
+uniform vec3 fg_Planes;
+uniform vec4 fg_ShadowDistances;
+uniform int filtering;
+
+varying vec3 ray;
+varying vec4 eyePlaneS;
+varying vec4 eyePlaneT;
+varying vec4 eyePlaneR;
+varying vec4 eyePlaneQ;
+
+vec3 position( vec3 viewdir, float depth );
+vec3 normal_decode(vec2 enc);
+
+vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
+{
+ vec4 coords;
+ if (ecPosition.z > -fg_ShadowDistances.x) {
+ tint = vec4(0.0,1.0,0.0,1.0);
+ coords.s = dot( ecPosition, eyePlaneS );
+ coords.t = dot( ecPosition, eyePlaneT );
+ coords.p = dot( ecPosition, eyePlaneR );
+ coords.q = dot( ecPosition, eyePlaneQ );
+ } else {
+ return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border
+ }
+ return coords;
+}
+void main() {
+ vec2 coords = gl_TexCoord[0].xy;
+ vec4 spec_emis = texture2D( spec_emis_tex, coords );
+ if ( spec_emis.a < 0.1 )
+ discard;
+ vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
+ float len = length(normal);
+ normal /= len;
+ vec3 viewDir = normalize(ray);
+ vec3 pos = position( viewDir, texture2D( depth_tex, coords ).r );
+
+ vec4 tint;
+ float shadow;
+ if (filtering == 2) {
+ shadow += 0.333 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos, 1.0), tint ) ).r;
+ shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
+ shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r;
+ shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r;
+ shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
+ } else {
+ shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;
+ }
+
+ vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
+ lightDir = normalize( lightDir );
+ vec3 color = texture2D( color_tex, coords ).rgb;
+ vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;
+ vec3 halfDir = lightDir - viewDir;
+ len = length( halfDir );
+ vec3 Ispec = vec3(0.0);
+ vec3 Iemis = spec_emis.z * color;
+ if (len > 0.0001) {
+ halfDir /= len;
+ Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
+ }
+ gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0);
+// gl_FragColor = mix(tint, vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0), 0.92);
+}
diff --git a/Shaders/sunlight-simple.vert b/Shaders/sunlight-simple.vert
new file mode 100644
index 000000000..7e382596a
--- /dev/null
+++ b/Shaders/sunlight-simple.vert
@@ -0,0 +1,19 @@
+//uniform mat4 fg_ViewMatrixInverse;
+uniform mat4 fg_ProjectionMatrixInverse;
+varying vec3 ray;
+varying vec4 eyePlaneS;
+varying vec4 eyePlaneT;
+varying vec4 eyePlaneR;
+varying vec4 eyePlaneQ;
+
+void main() {
+ gl_Position = gl_Vertex;
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+// ray = (fg_ViewMatrixInverse * vec4((fg_ProjectionMatrixInverse * gl_Vertex).xyz, 0.0)).xyz;
+ ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;
+
+ eyePlaneS = gl_EyePlaneS[1];
+ eyePlaneT = gl_EyePlaneT[1];
+ eyePlaneR = gl_EyePlaneR[1];
+ eyePlaneQ = gl_EyePlaneQ[1];
+}