mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-27 14:22:11 +00:00
98 lines
2.2 KiB
GLSL
98 lines
2.2 KiB
GLSL
uniform sampler2D u_ShadowMap;
|
|
|
|
uniform vec3 u_LightForward;
|
|
uniform vec3 u_LightUp;
|
|
uniform vec3 u_LightRight;
|
|
uniform vec4 u_LightOrigin;
|
|
uniform float u_LightRadius;
|
|
varying vec3 var_Position;
|
|
varying vec3 var_Normal;
|
|
|
|
float sampleDistMap(sampler2D texMap, vec2 uv, float scale)
|
|
{
|
|
vec3 distv = texture2D(texMap, uv).xyz;
|
|
return dot(distv, vec3(1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0)) * scale;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec3 lightToPos = var_Position - u_LightOrigin.xyz;
|
|
vec2 st = vec2(-dot(u_LightRight, lightToPos), dot(u_LightUp, lightToPos));
|
|
|
|
float fade = length(st);
|
|
|
|
#if defined(USE_DISCARD)
|
|
if (fade >= 1.0)
|
|
{
|
|
discard;
|
|
}
|
|
#endif
|
|
|
|
fade = clamp(8.0 - fade * 8.0, 0.0, 1.0);
|
|
|
|
st = st * 0.5 + vec2(0.5);
|
|
|
|
#if defined(USE_SOLID_PSHADOWS)
|
|
float intensity = max(sign(u_LightRadius - length(lightToPos)), 0.0);
|
|
#else
|
|
float intensity = clamp((1.0 - dot(lightToPos, lightToPos) / (u_LightRadius * u_LightRadius)) * 2.0, 0.0, 1.0);
|
|
#endif
|
|
|
|
float lightDist = length(lightToPos);
|
|
float dist;
|
|
|
|
#if defined(USE_DISCARD)
|
|
if (dot(u_LightForward, lightToPos) <= 0.0)
|
|
{
|
|
discard;
|
|
}
|
|
|
|
if (dot(var_Normal, lightToPos) > 0.0)
|
|
{
|
|
discard;
|
|
}
|
|
#else
|
|
intensity *= max(sign(dot(u_LightForward, lightToPos)), 0.0);
|
|
intensity *= max(sign(-dot(var_Normal, lightToPos)), 0.0);
|
|
#endif
|
|
|
|
intensity *= fade;
|
|
#if defined(USE_PCF)
|
|
float part;
|
|
|
|
dist = sampleDistMap(u_ShadowMap, st + vec2(-1.0/512.0, -1.0/512.0), u_LightRadius);
|
|
part = max(sign(lightDist - dist), 0.0);
|
|
|
|
dist = sampleDistMap(u_ShadowMap, st + vec2( 1.0/512.0, -1.0/512.0), u_LightRadius);
|
|
part += max(sign(lightDist - dist), 0.0);
|
|
|
|
dist = sampleDistMap(u_ShadowMap, st + vec2(-1.0/512.0, 1.0/512.0), u_LightRadius);
|
|
part += max(sign(lightDist - dist), 0.0);
|
|
|
|
dist = sampleDistMap(u_ShadowMap, st + vec2( 1.0/512.0, 1.0/512.0), u_LightRadius);
|
|
part += max(sign(lightDist - dist), 0.0);
|
|
|
|
#if defined(USE_DISCARD)
|
|
if (part <= 0.0)
|
|
{
|
|
discard;
|
|
}
|
|
#endif
|
|
|
|
intensity *= part * 0.25;
|
|
#else
|
|
dist = sampleDistMap(u_ShadowMap, st, u_LightRadius);
|
|
|
|
#if defined(USE_DISCARD)
|
|
if (lightDist - dist <= 0.0)
|
|
{
|
|
discard;
|
|
}
|
|
#endif
|
|
|
|
intensity *= max(sign(lightDist - dist), 0.0);
|
|
#endif
|
|
|
|
gl_FragColor.rgb = vec3(0);
|
|
gl_FragColor.a = clamp(intensity, 0.0, 0.75);
|
|
}
|