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; varying vec3 ray; vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint ) { vec4 coords; vec2 shift = vec2( 0.0 ); int index = 4; if (ecPosition.z > -5.0) { index = 1; tint = vec4(0.0,1.0,0.0,1.0); } else if (ecPosition.z > -50.0) { index = 2; shift = vec2( 0.0, 0.5 ); tint = vec4(0.0,0.0,1.0,1.0); } else if (ecPosition.z > -512.0) { index = 3; shift = vec2( 0.5, 0.0 ); tint = vec4(1.0,1.0,0.0,1.0); } else if (ecPosition.z > -10000.0) { 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 *= .5; 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.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0); normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) ); 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; #if 0 float shadow = 1.0; #elif 1 float shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r; #elif 0 float shadow = 0.0; 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, -0.003 * pos.z, 0), 1.0), tint ) ).r; shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, 0.003 * pos.z, 0), 1.0), tint ) ).r; shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, 0.003 * pos.z, 0), 1.0), tint ) ).r; shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, -0.003 * pos.z, 0), 1.0), tint ) ).r; #else float kernel[9] = float[]( 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 ); float shadow = 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(-0.005 * x * pos.z, -0.005 * y * pos.z, 0), 1.0), tint ) ).r; #endif 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 * 255.0 ) * 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); }