qzdoom/wadsrc/static/shaders/glsl/shadowmap.fp

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in vec2 TexCoord;
out vec4 FragColor;
// This constant must match the same constant in gl_shadowmap.h
// #define ShadowmapQuality 1024
//#define ShadowmapQuality 128
uniform float ShadowmapQuality;
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struct GPUNode
{
vec2 aabb_min;
vec2 aabb_max;
int left;
int right;
int line_index;
int padding;
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};
struct GPULine
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{
vec2 pos;
vec2 delta;
};
layout(std430, binding = 2) buffer LightNodes
{
GPUNode nodes[];
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};
layout(std430, binding = 3) buffer LightLines
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{
GPULine lines[];
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};
layout(std430, binding = 4) buffer LightList
{
vec4 lights[];
};
bool overlapRayAABB(vec2 ray_start2d, vec2 ray_end2d, vec2 aabb_min2d, vec2 aabb_max2d)
{
// To do: simplify test to use a 2D test
vec3 ray_start = vec3(ray_start2d, 0.0);
vec3 ray_end = vec3(ray_end2d, 0.0);
vec3 aabb_min = vec3(aabb_min2d, -1.0);
vec3 aabb_max = vec3(aabb_max2d, 1.0);
vec3 c = (ray_start + ray_end) * 0.5f;
vec3 w = ray_end - c;
vec3 h = (aabb_max - aabb_min) * 0.5f; // aabb.extents();
c -= (aabb_max + aabb_min) * 0.5f; // aabb.center();
vec3 v = abs(w);
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if (abs(c.x) > v.x + h.x || abs(c.y) > v.y + h.y || abs(c.z) > v.z + h.z)
return false; // disjoint;
if (abs(c.y * w.z - c.z * w.y) > h.y * v.z + h.z * v.y ||
abs(c.x * w.z - c.z * w.x) > h.x * v.z + h.z * v.x ||
abs(c.x * w.y - c.y * w.x) > h.x * v.y + h.y * v.x)
return false; // disjoint;
return true; // overlap;
}
float intersectRayLine(vec2 ray_start, vec2 ray_end, int line_index, vec2 raydelta, float rayd, float raydist2)
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{
const float epsilon = 0.0000001;
GPULine line = lines[line_index];
vec2 raynormal = vec2(raydelta.y, -raydelta.x);
float den = dot(raynormal, line.delta);
if (abs(den) > epsilon)
{
float t_line = (rayd - dot(raynormal, line.pos)) / den;
if (t_line >= 0.0 && t_line <= 1.0)
{
vec2 linehitdelta = line.pos + line.delta * t_line - ray_start;
float t = dot(raydelta, linehitdelta) / raydist2;
return t > 0.0 ? t : 1.0;
}
}
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return 1.0;
}
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bool isLeaf(int node_index)
{
return nodes[node_index].line_index != -1;
}
float rayTest(vec2 ray_start, vec2 ray_end)
{
vec2 raydelta = ray_end - ray_start;
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float raydist2 = dot(raydelta, raydelta);
vec2 raynormal = vec2(raydelta.y, -raydelta.x);
float rayd = dot(raynormal, ray_start);
if (raydist2 < 1.0)
return 1.0;
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float t = 1.0;
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int stack[16];
int stack_pos = 1;
stack[0] = nodes.length() - 1;
while (stack_pos > 0)
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{
int node_index = stack[stack_pos - 1];
if (!overlapRayAABB(ray_start, ray_end, nodes[node_index].aabb_min, nodes[node_index].aabb_max))
{
stack_pos--;
}
else if (isLeaf(node_index))
{
t = min(intersectRayLine(ray_start, ray_end, nodes[node_index].line_index, raydelta, rayd, raydist2), t);
stack_pos--;
}
else if (stack_pos == 16)
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{
stack_pos--; // stack overflow
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}
else
{
stack[stack_pos - 1] = nodes[node_index].left;
stack[stack_pos] = nodes[node_index].right;
stack_pos++;
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}
}
return t;
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}
void main()
{
int lightIndex = int(gl_FragCoord.y);
vec4 light = lights[lightIndex];
float radius = light.w;
vec2 lightpos = light.xy;
if (radius > 0.0)
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{
vec2 pixelpos;
switch (int(gl_FragCoord.x) / int(ShadowmapQuality/4.0))
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{
case 0: pixelpos = vec2((gl_FragCoord.x - float(ShadowmapQuality/8.0)) / float(ShadowmapQuality/8.0), 1.0); break;
case 1: pixelpos = vec2(1.0, (gl_FragCoord.x - float(ShadowmapQuality/4.0 + ShadowmapQuality/8.0)) / float(ShadowmapQuality/8.0)); break;
case 2: pixelpos = vec2(-(gl_FragCoord.x - float(ShadowmapQuality/2.0 + ShadowmapQuality/8.0)) / float(ShadowmapQuality/8.0), -1.0); break;
case 3: pixelpos = vec2(-1.0, -(gl_FragCoord.x - float(ShadowmapQuality*3.0/4.0 + ShadowmapQuality/8.0)) / float(ShadowmapQuality/8.0)); break;
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}
pixelpos = lightpos + pixelpos * radius;
float t = rayTest(lightpos, pixelpos);
vec2 delta = (pixelpos - lightpos) * t;
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float dist2 = dot(delta, delta);
FragColor = vec4(dist2, 0.0, 0.0, 1.0);
}
else
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{
FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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}