diff --git a/wadsrc/static/shaders/glsl/shadowmap.fp b/wadsrc/static/shaders/glsl/shadowmap.fp index ed530e2dd1..9b5fc27829 100644 --- a/wadsrc/static/shaders/glsl/shadowmap.fp +++ b/wadsrc/static/shaders/glsl/shadowmap.fp @@ -33,18 +33,17 @@ layout(std430, binding = 3) buffer LightSegs //=========================================================================== // -// Ray/BSP collision test. Returns 0 if the ray hit a line, 1 otherwise. +// Ray/BSP collision test. Returns where the ray hit something. // //=========================================================================== -float rayTest(vec2 from, vec2 to) +vec2 rayTest(vec2 from, vec2 to) { const int max_iterations = 50; const float epsilon = 0.0000001; // Avoid wall acne by adding some margin vec2 margin = normalize(to - from); - to -= margin; vec2 raydelta = to - from; float raydist2 = dot(raydelta, raydelta); @@ -52,7 +51,7 @@ float rayTest(vec2 from, vec2 to) float rayd = dot(raynormal, from); if (raydist2 < 1.0 || bspNodes.length() == 0) - return 1.0; + return to; int nodeIndex = bspNodes.length() - 1; @@ -85,7 +84,7 @@ float rayTest(vec2 from, vec2 to) if (dot(raydelta, seghitdelta) > 0.0 && dot(seghitdelta, seghitdelta) < raydist2) // We hit a line segment. { if (seg.bSolid.x > 0.0) // segment line is one-sided - return 0.0; + return from + seghitdelta; // We hit a two-sided segment line. Move to the other side and continue ray tracing. from = from + seghitdelta + margin; @@ -96,7 +95,7 @@ float rayTest(vec2 from, vec2 to) rayd = dot(raynormal, from); if (raydist2 < 1.0 || bspNodes.length() == 0) - return 1.0; + return to; nodeIndex = bspNodes.length() - 1; @@ -108,25 +107,41 @@ float rayTest(vec2 from, vec2 to) } if (!hit_line) - return 1.0; + return to; } } - return 0.0; + return to; } void main() { int lightIndex = int(gl_FragCoord.y); - int x = int(gl_FragCoord.x); vec4 light = lights[lightIndex]; float radius = light.w; vec2 lightpos = light.xy; - vec2 pixelpos = lightpos + vec2(10.0); if (radius > 0.0) - FragColor = vec4(rayTest(lightpos, pixelpos), 0.0, 0.0, 1.0); + { + vec2 pixelpos; + switch (int(gl_FragCoord.x) / 256) + { + case 0: pixelpos = vec2((gl_FragCoord.x - 128.0) / 128.0, 1.0); break; + case 1: pixelpos = vec2(1.0, (gl_FragCoord.x - 384.0) / 128.0); break; + case 2: pixelpos = vec2((gl_FragCoord.x - 640.0) / 128.0, -1.0); break; + case 3: pixelpos = vec2(-1.0, (gl_FragCoord.x - 896.0) / 128.0); break; + } + pixelpos = lightpos + pixelpos * radius; + + vec2 hitpos = rayTest(lightpos, pixelpos); + vec2 delta = hitpos - lightpos; + float dist2 = dot(delta, delta); + + FragColor = vec4(dist2, 0.0, 0.0, 1.0); + } else + { FragColor = vec4(1.0, 0.0, 0.0, 1.0); + } }