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Filtering requires GLSL 1.2

This commit is contained in:
Frederic Bouvier 2012-04-18 22:33:01 +02:00
parent c06889b3c5
commit d62e7ed6cc
3 changed files with 175 additions and 4 deletions

View file

@ -4,9 +4,15 @@
<parameters>
<filtering><use>/sim/rendering/shadows/filtering</use></filtering>
</parameters>
<technique n="10">
<technique n="9">
<predicate>
<property>/sim/rendering/shadows/enabled</property>
<and>
<property>/sim/rendering/shadows/enabled</property>
<less>
<value type="float">1.0</value>
<float-property>/sim/rendering/shadows/filtering</float-property>
</less>
</and>
</predicate>
<pass>
<lighting>false</lighting>
@ -90,6 +96,92 @@
-->
</pass>
</technique>
<technique n="10">
<predicate>
<property>/sim/rendering/shadows/enabled</property>
</predicate>
<pass>
<lighting>false</lighting>
<depth>
<enabled>false</enabled>
</depth>
<blend>
<source>one</source>
<destination>one</destination>
</blend>
<render-bin>
<bin-number>1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<type>buffer</type>
<name>depth</name>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>buffer</type>
<name>normal</name>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>buffer</type>
<name>diffuse</name>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>buffer</type>
<name>spec-emis</name>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type>buffer</type>
<name>shadow</name>
</texture-unit>
<program>
<vertex-shader>Shaders/sunlight.vert</vertex-shader>
<fragment-shader>Shaders/sunlight-nofiltering.frag</fragment-shader>
<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
</program>
<uniform>
<name>depth_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>normal_tex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>color_tex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>spec_emis_tex</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<!-- The following uniforms are automatically defined and initialized :
- fg_SunAmbientColor
- fg_SunDiffuseColor
- fg_SunSpecularColor
- fg_SunDirection
- fg_ProjectionMatrixInverse
- fg_ViewMatrixInverse
- fg_ViewMatrix
- fg_Planes
- fg_ShadowNumber
- fg_ShadowDistances
-->
</pass>
</technique>
<technique n="11">
<pass>
<lighting>false</lighting>

View file

@ -0,0 +1,78 @@
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 int fg_ShadowNumber;
uniform vec4 fg_ShadowDistances;
varying vec3 ray;
vec3 position( vec3 viewdir, float depth );
vec3 normal_decode(vec2 enc);
vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
{
vec4 coords;
vec2 shift = vec2( 0.0 );
int index = 4;
float factor = 0.5;
if (ecPosition.z > -fg_ShadowDistances.x) {
index = 1;
if (fg_ShadowNumber == 1)
factor = 1.0;
tint = vec4(0.0,1.0,0.0,1.0);
} else if (ecPosition.z > -fg_ShadowDistances.y && fg_ShadowNumber > 1) {
index = 2;
shift = vec2( 0.0, 0.5 );
tint = vec4(0.0,0.0,1.0,1.0);
} else if (ecPosition.z > -fg_ShadowDistances.z && fg_ShadowNumber > 2) {
index = 3;
shift = vec2( 0.5, 0.0 );
tint = vec4(1.0,1.0,0.0,1.0);
} else if (ecPosition.z > -fg_ShadowDistances.w && fg_ShadowNumber > 3) {
shift = vec2( 0.5, 0.5 );
tint = vec4(1.0,0.0,0.0,1.0);
} else {
return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border
}
coords.s = dot( ecPosition, gl_EyePlaneS[index] );
coords.t = dot( ecPosition, gl_EyePlaneT[index] );
coords.p = dot( ecPosition, gl_EyePlaneR[index] );
coords.q = dot( ecPosition, gl_EyePlaneQ[index] );
coords.st *= factor;
coords.st += shift;
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 = 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);
}

View file

@ -1,3 +1,4 @@
#version 120
uniform mat4 fg_ViewMatrix;
uniform sampler2D depth_tex;
uniform sampler2D normal_tex;
@ -71,12 +72,12 @@ void main() {
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 {
float kernel[9] = float[]( 36/256.0, 24/256.0, 6/256.0,
float kernel[9] = float[9]( 36/256.0, 24/256.0, 6/256.0,
24/256.0, 16/256.0, 4/256.0,
6/256.0, 4/256.0, 1/256.0 );
for( int x = -2; x <= 2; ++x )
for( int y = -2; y <= 2; ++y )
shadow += kernel[abs(x)*3 + abs(y)] * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.0025 * x * pos.z, -0.0025 * y * pos.z, 0), 1.0), tint ) ).r;
shadow += kernel[int(abs(float(x))*3 + abs(float(y)))] * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.0025 * x * pos.z, -0.0025 * y * pos.z, 0), 1.0), tint ) ).r;
}
vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
lightDir = normalize( lightDir );