diff --git a/Effects/sunlight.eff b/Effects/sunlight.eff
index 444b92985..b8ae97300 100644
--- a/Effects/sunlight.eff
+++ b/Effects/sunlight.eff
@@ -4,9 +4,15 @@
-
+
- /sim/rendering/shadows/enabled
+
+ /sim/rendering/shadows/enabled
+
+ 1.0
+ /sim/rendering/shadows/filtering
+
+
false
@@ -90,6 +96,92 @@
-->
+
+
+ /sim/rendering/shadows/enabled
+
+
+ false
+
+ false
+
+
+
+ one
+
+
+ 1
+ RenderBin
+
+
+ 0
+ buffer
+ depth
+
+
+ 1
+ buffer
+ normal
+
+
+ 2
+ buffer
+ diffuse
+
+
+ 3
+ buffer
+ spec-emis
+
+
+ 4
+ buffer
+ shadow
+
+
+ Shaders/sunlight.vert
+ Shaders/sunlight-nofiltering.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
+
+
+
+
false
diff --git a/Shaders/sunlight-nofiltering.frag b/Shaders/sunlight-nofiltering.frag
new file mode 100644
index 000000000..80ea77f54
--- /dev/null
+++ b/Shaders/sunlight-nofiltering.frag
@@ -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);
+}
diff --git a/Shaders/sunlight.frag b/Shaders/sunlight.frag
index c1e812d18..6f5578342 100644
--- a/Shaders/sunlight.frag
+++ b/Shaders/sunlight.frag
@@ -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 );