// -*-C++-*- #version 120 #extension GL_EXT_geometry_shader4 : enable #define MAX_LAYERS 20 #define MIN_LAYERS 8 #define MAX_MINUS_MIN_LAYERS 12 uniform float max_height; varying in vec3 v_normal[3]; varying out vec2 g_rawpos; varying out float g_distance_to_eye; varying out float g_layer; varying out float flogz; uniform mat4 fg_LightMatrix_csm0; uniform mat4 fg_LightMatrix_csm1; uniform mat4 fg_LightMatrix_csm2; uniform mat4 fg_LightMatrix_csm3; varying out vec4 lightSpacePos[4]; void setupShadows(vec4 eyeSpacePos) { lightSpacePos[0] = fg_LightMatrix_csm0 * eyeSpacePos; lightSpacePos[1] = fg_LightMatrix_csm1 * eyeSpacePos; lightSpacePos[2] = fg_LightMatrix_csm2 * eyeSpacePos; lightSpacePos[3] = fg_LightMatrix_csm3 * eyeSpacePos; } float min3(in float a, in float b, in float c) { float m = a; if (m > b) m = b; if (m > c) m = c; return m; } void main() { float distances[3]; distances[0] = -(gl_ModelViewMatrix * gl_PositionIn[0]).z; distances[1] = -(gl_ModelViewMatrix * gl_PositionIn[1]).z; distances[2] = -(gl_ModelViewMatrix * gl_PositionIn[2]).z; float minDistance = min3(distances[0], distances[1], distances[2]); //float avgDistance = (distances[0]+distances[1]+distances[2])*0.33; int numLayers = MIN_LAYERS + int(smoothstep(500.0, 50.0, minDistance) * float(MAX_MINUS_MIN_LAYERS)); float deltaLayer = 1.0 / float(numLayers); float currDeltaLayer = deltaLayer * 0.5; for (int layer = 0; layer < numLayers; ++layer) { for (int i = 0; i < 3; ++i) { vec4 pos = gl_PositionIn[i] + vec4(v_normal[i] * currDeltaLayer * max_height, 0.0); g_rawpos = gl_PositionIn[i].xy; g_distance_to_eye = distances[i]; g_layer = currDeltaLayer; setupShadows(gl_ModelViewMatrix * pos); gl_Position = gl_ModelViewProjectionMatrix * pos; // logarithmic depth flogz = 1.0 + gl_Position.w; gl_TexCoord[0] = gl_TexCoordIn[i][0]; EmitVertex(); } EndPrimitive(); currDeltaLayer += deltaLayer; } }