Fix bug #750: allow cards or drivers not supporting dynamic indexing in fragment shaders to have simple shadows
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5909285100
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76a11c2d48
4 changed files with 210 additions and 15 deletions
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@ -4,14 +4,26 @@
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<parameters>
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<filtering><use>/sim/rendering/shadows/filtering</use></filtering>
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</parameters>
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<technique n="9">
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<technique n="8">
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<predicate>
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<and>
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<property>/sim/rendering/shadows/enabled</property>
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<less>
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shadows/filtering</float-property>
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</less>
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<or> <!-- filtering >= 3 || ( filtering >= 2 && num-cascades >= 2 ) -->
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<less>
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<value type="float">2.0</value>
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<float-property>/sim/rendering/shadows/filtering</float-property>
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</less>
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<and>
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<less>
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shadows/filtering</float-property>
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</less>
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<less>
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shadows/num-cascades</float-property>
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</less>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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@ -96,9 +108,16 @@
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-->
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</pass>
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</technique>
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<technique n="10">
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<technique n="9">
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<predicate>
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<property>/sim/rendering/shadows/enabled</property>
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<and>
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<property>/sim/rendering/shadows/enabled</property>
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<!-- num-cascades >= 2 -->
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<less>
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<value type="float">1.0</value>
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<float-property>/sim/rendering/shadows/num-cascades</float-property>
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</less>
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</and>
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</predicate>
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<pass>
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<lighting>false</lighting>
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@ -177,6 +196,92 @@
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-->
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</pass>
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</technique>
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<technique n="10">
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<predicate>
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<property>/sim/rendering/shadows/enabled</property>
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</predicate>
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<pass>
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<lighting>false</lighting>
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<depth>
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<enabled>false</enabled>
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</depth>
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<blend>
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<source>one</source>
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<destination>one</destination>
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</blend>
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<render-bin>
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<bin-number>1</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type>depth-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type>normal-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type>diffuse-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type>spec-emis-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<type>shadow-buffer</type>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/sunlight-simple.vert</vertex-shader>
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<fragment-shader>Shaders/sunlight-simple.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
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</program>
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<uniform>
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<name>depth_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>normal_tex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>color_tex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>spec_emis_tex</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>filtering</name>
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<type>int</type>
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<value type="int"><use>filtering</use></value>
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</uniform>
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<!-- The following uniforms are automatically defined and initialized :
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- fg_SunAmbientColor
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- fg_SunDiffuseColor
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- fg_SunSpecularColor
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- fg_SunDirection
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- fg_ProjectionMatrixInverse
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- fg_ViewMatrixInverse
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- fg_ViewMatrix
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- fg_Planes
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- fg_ShadowNumber
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- fg_ShadowDistances
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-->
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</pass>
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</technique>
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<technique n="11">
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<pass>
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<lighting>false</lighting>
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@ -210,6 +315,7 @@
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<program>
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<vertex-shader>Shaders/sunlight.vert</vertex-shader>
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<fragment-shader>Shaders/sunlight-noshadow.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
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</program>
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<uniform>
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<name>depth_tex</name>
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@ -8,23 +8,19 @@ uniform vec4 fg_SunSpecularColor;
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uniform vec3 fg_SunDirection;
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uniform vec3 fg_Planes;
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varying vec3 ray;
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vec3 normal_decode(vec2 enc);
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void main() {
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vec2 coords = gl_TexCoord[0].xy;
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vec4 spec_emis = texture2D( spec_emis_tex, coords );
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if ( spec_emis.a < 0.1 )
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discard;
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vec3 normal;
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normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);
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normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );
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vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
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float len = length(normal);
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normal /= len;
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vec3 viewDir = normalize(ray);
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float depth = texture2D( depth_tex, coords ).r;
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vec3 pos;
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pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
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pos.xy = viewDir.xy / viewDir.z * pos.z;
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vec4 tint;
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vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
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lightDir = normalize( lightDir );
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vec3 color = texture2D( color_tex, coords ).rgb;
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74
Shaders/sunlight-simple.frag
Normal file
74
Shaders/sunlight-simple.frag
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@ -0,0 +1,74 @@
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uniform mat4 fg_ViewMatrix;
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uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D color_tex;
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uniform sampler2D spec_emis_tex;
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uniform sampler2DShadow shadow_tex;
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uniform vec4 fg_SunDiffuseColor;
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uniform vec4 fg_SunSpecularColor;
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uniform vec3 fg_SunDirection;
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uniform vec3 fg_Planes;
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uniform vec4 fg_ShadowDistances;
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uniform int filtering;
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varying vec3 ray;
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varying vec4 eyePlaneS;
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varying vec4 eyePlaneT;
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varying vec4 eyePlaneR;
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varying vec4 eyePlaneQ;
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vec3 position( vec3 viewdir, float depth );
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vec3 normal_decode(vec2 enc);
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vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
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{
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vec4 coords;
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if (ecPosition.z > -fg_ShadowDistances.x) {
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tint = vec4(0.0,1.0,0.0,1.0);
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coords.s = dot( ecPosition, eyePlaneS );
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coords.t = dot( ecPosition, eyePlaneT );
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coords.p = dot( ecPosition, eyePlaneR );
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coords.q = dot( ecPosition, eyePlaneQ );
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} else {
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return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border
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}
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return coords;
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}
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void main() {
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vec2 coords = gl_TexCoord[0].xy;
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vec4 spec_emis = texture2D( spec_emis_tex, coords );
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if ( spec_emis.a < 0.1 )
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discard;
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vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
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float len = length(normal);
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normal /= len;
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vec3 viewDir = normalize(ray);
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vec3 pos = position( viewDir, texture2D( depth_tex, coords ).r );
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vec4 tint;
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float shadow;
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if (filtering == 2) {
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shadow += 0.333 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos, 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
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} else {
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shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;
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}
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vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
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lightDir = normalize( lightDir );
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vec3 color = texture2D( color_tex, coords ).rgb;
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vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;
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vec3 halfDir = lightDir - viewDir;
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len = length( halfDir );
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vec3 Ispec = vec3(0.0);
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vec3 Iemis = spec_emis.z * color;
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if (len > 0.0001) {
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halfDir /= len;
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Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
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}
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gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0);
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// gl_FragColor = mix(tint, vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0), 0.92);
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}
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19
Shaders/sunlight-simple.vert
Normal file
19
Shaders/sunlight-simple.vert
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@ -0,0 +1,19 @@
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//uniform mat4 fg_ViewMatrixInverse;
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uniform mat4 fg_ProjectionMatrixInverse;
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varying vec3 ray;
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varying vec4 eyePlaneS;
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varying vec4 eyePlaneT;
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varying vec4 eyePlaneR;
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varying vec4 eyePlaneQ;
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void main() {
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gl_Position = gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// ray = (fg_ViewMatrixInverse * vec4((fg_ProjectionMatrixInverse * gl_Vertex).xyz, 0.0)).xyz;
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ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;
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eyePlaneS = gl_EyePlaneS[1];
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eyePlaneT = gl_EyePlaneT[1];
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eyePlaneR = gl_EyePlaneR[1];
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eyePlaneQ = gl_EyePlaneQ[1];
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}
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