diff options
Diffstat (limited to 'client/shaders/shadow_shaders')
-rw-r--r-- | client/shaders/shadow_shaders/pass1_fragment.glsl | 13 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass1_trans_fragment.glsl | 42 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass1_trans_vertex.glsl | 50 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass1_vertex.glsl | 43 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass2_fragment.glsl | 23 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass2_vertex.glsl | 9 |
6 files changed, 180 insertions, 0 deletions
diff --git a/client/shaders/shadow_shaders/pass1_fragment.glsl b/client/shaders/shadow_shaders/pass1_fragment.glsl new file mode 100644 index 000000000..2105def96 --- /dev/null +++ b/client/shaders/shadow_shaders/pass1_fragment.glsl @@ -0,0 +1,13 @@ +uniform sampler2D ColorMapSampler; +varying vec4 tPos; + +void main() +{ + vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st); + + if (col.a < 0.70) + discard; + + float depth = 0.5 + tPos.z * 0.5; + gl_FragColor = vec4(depth, 0.0, 0.0, 1.0); +} diff --git a/client/shaders/shadow_shaders/pass1_trans_fragment.glsl b/client/shaders/shadow_shaders/pass1_trans_fragment.glsl new file mode 100644 index 000000000..b267c2214 --- /dev/null +++ b/client/shaders/shadow_shaders/pass1_trans_fragment.glsl @@ -0,0 +1,42 @@ +uniform sampler2D ColorMapSampler; +varying vec4 tPos; + +#ifdef COLORED_SHADOWS +varying vec3 varColor; + +// c_precision of 128 fits within 7 base-10 digits +const float c_precision = 128.0; +const float c_precisionp1 = c_precision + 1.0; + +float packColor(vec3 color) +{ + return floor(color.b * c_precision + 0.5) + + floor(color.g * c_precision + 0.5) * c_precisionp1 + + floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1; +} + +const vec3 black = vec3(0.0); +#endif + +void main() +{ + vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st); +#ifndef COLORED_SHADOWS + if (col.a < 0.5) + discard; +#endif + + float depth = 0.5 + tPos.z * 0.5; + // ToDo: Liso: Apply movement on waving plants + // depth in [0, 1] for texture + + //col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb; +#ifdef COLORED_SHADOWS + col.rgb *= varColor.rgb; + // premultiply color alpha (see-through side) + float packedColor = packColor(col.rgb * (1.0 - col.a)); + gl_FragColor = vec4(depth, packedColor, 0.0,1.0); +#else + gl_FragColor = vec4(depth, 0.0, 0.0, 1.0); +#endif +} diff --git a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl new file mode 100644 index 000000000..244d2562a --- /dev/null +++ b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl @@ -0,0 +1,50 @@ +uniform mat4 LightMVP; // world matrix +uniform vec4 CameraPos; +varying vec4 tPos; +#ifdef COLORED_SHADOWS +varying vec3 varColor; +#endif + +uniform float xyPerspectiveBias0; +uniform float xyPerspectiveBias1; +uniform float zPerspectiveBias; + +vec4 getRelativePosition(in vec4 position) +{ + vec2 l = position.xy - CameraPos.xy; + vec2 s = l / abs(l); + s = (1.0 - s * CameraPos.xy); + l /= s; + return vec4(l, s); +} + +float getPerspectiveFactor(in vec4 relativePosition) +{ + float pDistance = length(relativePosition.xy); + float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1; + return pFactor; +} + +vec4 applyPerspectiveDistortion(in vec4 position) +{ + vec4 l = getRelativePosition(position); + float pFactor = getPerspectiveFactor(l); + l.xy /= pFactor; + position.xy = l.xy * l.zw + CameraPos.xy; + position.z *= zPerspectiveBias; + return position; +} + +void main() +{ + vec4 pos = LightMVP * gl_Vertex; + + tPos = applyPerspectiveDistortion(LightMVP * gl_Vertex); + + gl_Position = vec4(tPos.xyz, 1.0); + gl_TexCoord[0].st = gl_MultiTexCoord0.st; + +#ifdef COLORED_SHADOWS + varColor = gl_Color.rgb; +#endif +} diff --git a/client/shaders/shadow_shaders/pass1_vertex.glsl b/client/shaders/shadow_shaders/pass1_vertex.glsl new file mode 100644 index 000000000..1dceb93c6 --- /dev/null +++ b/client/shaders/shadow_shaders/pass1_vertex.glsl @@ -0,0 +1,43 @@ +uniform mat4 LightMVP; // world matrix +uniform vec4 CameraPos; // camera position +varying vec4 tPos; + +uniform float xyPerspectiveBias0; +uniform float xyPerspectiveBias1; +uniform float zPerspectiveBias; + +vec4 getRelativePosition(in vec4 position) +{ + vec2 l = position.xy - CameraPos.xy; + vec2 s = l / abs(l); + s = (1.0 - s * CameraPos.xy); + l /= s; + return vec4(l, s); +} + +float getPerspectiveFactor(in vec4 relativePosition) +{ + float pDistance = length(relativePosition.xy); + float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1; + return pFactor; +} + +vec4 applyPerspectiveDistortion(in vec4 position) +{ + vec4 l = getRelativePosition(position); + float pFactor = getPerspectiveFactor(l); + l.xy /= pFactor; + position.xy = l.xy * l.zw + CameraPos.xy; + position.z *= zPerspectiveBias; + return position; +} + +void main() +{ + vec4 pos = LightMVP * gl_Vertex; + + tPos = applyPerspectiveDistortion(pos); + + gl_Position = vec4(tPos.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +} diff --git a/client/shaders/shadow_shaders/pass2_fragment.glsl b/client/shaders/shadow_shaders/pass2_fragment.glsl new file mode 100644 index 000000000..00b4f9f6c --- /dev/null +++ b/client/shaders/shadow_shaders/pass2_fragment.glsl @@ -0,0 +1,23 @@ +uniform sampler2D ShadowMapClientMap; +#ifdef COLORED_SHADOWS +uniform sampler2D ShadowMapClientMapTraslucent; +#endif +uniform sampler2D ShadowMapSamplerdynamic; + +void main() { + +#ifdef COLORED_SHADOWS + vec2 first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).rg; + vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r, 0.0); + if (first_depth.r > depth_splitdynamics.r) + first_depth = depth_splitdynamics; + vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, gl_TexCoord[1].st).rg; + gl_FragColor = vec4(first_depth.r, first_depth.g, depth_color.r, depth_color.g); +#else + float first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).r; + float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r; + first_depth = min(first_depth, depth_splitdynamics); + gl_FragColor = vec4(first_depth, 0.0, 0.0, 1.0); +#endif + +} diff --git a/client/shaders/shadow_shaders/pass2_vertex.glsl b/client/shaders/shadow_shaders/pass2_vertex.glsl new file mode 100644 index 000000000..ac445c9c7 --- /dev/null +++ b/client/shaders/shadow_shaders/pass2_vertex.glsl @@ -0,0 +1,9 @@ + +void main() +{ + vec4 uv = vec4(gl_Vertex.xyz, 1.0) * 0.5 + 0.5; + gl_TexCoord[0] = uv; + gl_TexCoord[1] = uv; + gl_TexCoord[2] = uv; + gl_Position = vec4(gl_Vertex.xyz, 1.0); +} |