mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 20:36:53 +01:00
712 lines
17 KiB
GLSL
712 lines
17 KiB
GLSL
/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision highp float;
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precision highp int;
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#endif
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uniform highp mat4 projection_matrix;
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/* clang-format on */
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#include "stdlib.glsl"
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uniform highp mat4 modelview_matrix;
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uniform highp mat4 extra_matrix;
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attribute highp vec2 vertex; // attrib:0
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#ifdef USE_ATTRIB_LIGHT_ANGLE
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// shared with tangent, not used in canvas shader
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attribute highp float light_angle; // attrib:2
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#endif
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attribute vec4 color_attrib; // attrib:3
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attribute vec2 uv_attrib; // attrib:4
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#ifdef USE_ATTRIB_MODULATE
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attribute highp vec4 modulate_attrib; // attrib:5
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#endif
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// Usually, final_modulate is passed as a uniform. However during batching
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// If larger fvfs are used, final_modulate is passed as an attribute.
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// we need to read from the attribute in custom vertex shader
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// rather than the uniform. We do this by specifying final_modulate_alias
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// in shaders rather than final_modulate directly.
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#ifdef USE_ATTRIB_MODULATE
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#define final_modulate_alias modulate_attrib
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#else
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#define final_modulate_alias final_modulate
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#endif
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#ifdef USE_ATTRIB_LARGE_VERTEX
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// shared with skeleton attributes, not used in batched shader
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attribute highp vec2 translate_attrib; // attrib:6
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attribute highp vec4 basis_attrib; // attrib:7
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#endif
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#ifdef USE_SKELETON
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attribute highp vec4 bone_indices; // attrib:6
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attribute highp vec4 bone_weights; // attrib:7
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#endif
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#ifdef USE_INSTANCING
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attribute highp vec4 instance_xform0; //attrib:8
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attribute highp vec4 instance_xform1; //attrib:9
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attribute highp vec4 instance_xform2; //attrib:10
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attribute highp vec4 instance_color; //attrib:11
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#ifdef USE_INSTANCE_CUSTOM
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attribute highp vec4 instance_custom_data; //attrib:12
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#endif
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#endif
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#ifdef USE_SKELETON
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uniform highp sampler2D skeleton_texture; // texunit:-3
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uniform highp ivec2 skeleton_texture_size;
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uniform highp mat4 skeleton_transform;
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uniform highp mat4 skeleton_transform_inverse;
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#endif
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varying vec2 uv_interp;
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varying vec4 color_interp;
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#ifdef USE_ATTRIB_MODULATE
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// modulate doesn't need interpolating but we need to send it to the fragment shader
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varying vec4 modulate_interp;
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#endif
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#ifdef MODULATE_USED
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uniform vec4 final_modulate;
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#endif
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uniform highp vec2 color_texpixel_size;
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#ifdef USE_TEXTURE_RECT
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uniform vec4 dst_rect;
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uniform vec4 src_rect;
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#endif
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uniform highp float time;
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#ifdef USE_LIGHTING
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// light matrices
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uniform highp mat4 light_matrix;
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uniform highp mat4 light_matrix_inverse;
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uniform highp mat4 light_local_matrix;
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uniform highp mat4 shadow_matrix;
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uniform highp vec4 light_color;
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uniform highp vec4 light_shadow_color;
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uniform highp vec2 light_pos;
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uniform highp float shadowpixel_size;
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uniform highp float shadow_gradient;
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uniform highp float light_height;
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uniform highp float light_outside_alpha;
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uniform highp float shadow_distance_mult;
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varying vec4 light_uv_interp;
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varying vec2 transformed_light_uv;
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varying vec4 local_rot;
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#ifdef USE_SHADOWS
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varying highp vec2 pos;
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#endif
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const bool at_light_pass = true;
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#else
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const bool at_light_pass = false;
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#endif
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/* clang-format off */
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VERTEX_SHADER_GLOBALS
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/* clang-format on */
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vec2 select(vec2 a, vec2 b, bvec2 c) {
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vec2 ret;
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ret.x = c.x ? b.x : a.x;
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ret.y = c.y ? b.y : a.y;
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return ret;
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}
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void main() {
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vec4 color = color_attrib;
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vec2 uv;
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#ifdef USE_INSTANCING
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mat4 extra_matrix_instance = extra_matrix * transpose(mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0)));
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color *= instance_color;
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#ifdef USE_INSTANCE_CUSTOM
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vec4 instance_custom = instance_custom_data;
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#else
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vec4 instance_custom = vec4(0.0);
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#endif
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#else
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mat4 extra_matrix_instance = extra_matrix;
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vec4 instance_custom = vec4(0.0);
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#endif
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#ifdef USE_TEXTURE_RECT
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if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
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uv = src_rect.xy + abs(src_rect.zw) * vertex.yx;
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} else {
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uv = src_rect.xy + abs(src_rect.zw) * vertex;
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}
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vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
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// This is what is done in the GLES 3 bindings and should
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// take care of flipped rects.
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//
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// But it doesn't.
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// I don't know why, will need to investigate further.
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outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0)));
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// outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex;
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#else
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vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
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uv = uv_attrib;
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#endif
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float point_size = 1.0;
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{
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vec2 src_vtx = outvec.xy;
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/* clang-format off */
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VERTEX_SHADER_CODE
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/* clang-format on */
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}
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gl_PointSize = point_size;
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#ifdef USE_ATTRIB_MODULATE
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// modulate doesn't need interpolating but we need to send it to the fragment shader
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modulate_interp = modulate_attrib;
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#endif
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#ifdef USE_ATTRIB_LARGE_VERTEX
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// transform is in attributes
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vec2 temp;
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temp = outvec.xy;
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temp.x = (outvec.x * basis_attrib.x) + (outvec.y * basis_attrib.z);
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temp.y = (outvec.x * basis_attrib.y) + (outvec.y * basis_attrib.w);
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temp += translate_attrib;
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outvec.xy = temp;
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#else
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// transform is in uniforms
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#if !defined(SKIP_TRANSFORM_USED)
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outvec = extra_matrix_instance * outvec;
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outvec = modelview_matrix * outvec;
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#endif
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#endif // not large integer
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color_interp = color;
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#ifdef USE_PIXEL_SNAP
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outvec.xy = floor(outvec + 0.5).xy;
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// precision issue on some hardware creates artifacts within texture
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// offset uv by a small amount to avoid
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uv += 1e-5;
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#endif
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#ifdef USE_SKELETON
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// look up transform from the "pose texture"
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if (bone_weights != vec4(0.0)) {
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highp mat4 bone_transform = mat4(0.0);
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for (int i = 0; i < 4; i++) {
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ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0);
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highp mat4 b = mat4(
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texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
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texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(0.0, 0.0, 0.0, 1.0));
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bone_transform += b * bone_weights[i];
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}
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mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse;
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outvec = bone_matrix * outvec;
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}
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#endif
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uv_interp = uv;
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gl_Position = projection_matrix * outvec;
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#ifdef USE_LIGHTING
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light_uv_interp.xy = (light_matrix * outvec).xy;
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light_uv_interp.zw = (light_local_matrix * outvec).xy;
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transformed_light_uv = (mat3(light_matrix_inverse) * vec3(light_uv_interp.zw, 0.0)).xy; //for normal mapping
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#ifdef USE_SHADOWS
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pos = outvec.xy;
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#endif
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#ifdef USE_ATTRIB_LIGHT_ANGLE
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// we add a fixed offset because we are using the sign later,
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// and don't want floating point error around 0.0
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float la = abs(light_angle) - 1.0;
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// vector light angle
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vec4 vla;
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vla.xy = vec2(cos(la), sin(la));
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vla.zw = vec2(-vla.y, vla.x);
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// vertical flip encoded in the sign
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vla.zw *= sign(light_angle);
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// apply the transform matrix.
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// The rotate will be encoded in the transform matrix for single rects,
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// and just the flips in the light angle.
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// For batching we will encode the rotation and the flips
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// in the light angle, and can use the same shader.
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local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.xy, 0.0, 0.0))).xy);
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local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(vla.zw, 0.0, 0.0))).xy);
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#else
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local_rot.xy = normalize((modelview_matrix * (extra_matrix_instance * vec4(1.0, 0.0, 0.0, 0.0))).xy);
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local_rot.zw = normalize((modelview_matrix * (extra_matrix_instance * vec4(0.0, 1.0, 0.0, 0.0))).xy);
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#ifdef USE_TEXTURE_RECT
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local_rot.xy *= sign(src_rect.z);
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local_rot.zw *= sign(src_rect.w);
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#endif
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#endif // not using light angle
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#endif
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}
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/* clang-format off */
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[fragment]
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// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
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// Do not copy these defines in the vertex section.
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#ifndef USE_GLES_OVER_GL
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#ifdef GL_EXT_shader_texture_lod
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#extension GL_EXT_shader_texture_lod : enable
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#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
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#endif
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#endif // !USE_GLES_OVER_GL
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#ifdef GL_ARB_shader_texture_lod
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#extension GL_ARB_shader_texture_lod : enable
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#endif
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#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
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#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
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#endif
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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#if defined(USE_HIGHP_PRECISION)
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precision highp float;
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precision highp int;
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#endif
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#include "stdlib.glsl"
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uniform sampler2D color_texture; // texunit:-1
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/* clang-format on */
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uniform highp vec2 color_texpixel_size;
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uniform mediump sampler2D normal_texture; // texunit:-2
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varying mediump vec2 uv_interp;
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varying mediump vec4 color_interp;
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#ifdef USE_ATTRIB_MODULATE
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varying mediump vec4 modulate_interp;
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#endif
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uniform highp float time;
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uniform vec4 final_modulate;
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#ifdef SCREEN_TEXTURE_USED
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uniform sampler2D screen_texture; // texunit:-4
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#endif
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#ifdef SCREEN_UV_USED
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uniform vec2 screen_pixel_size;
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#endif
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#ifdef USE_LIGHTING
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uniform highp mat4 light_matrix;
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uniform highp mat4 light_local_matrix;
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uniform highp mat4 shadow_matrix;
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uniform highp vec4 light_color;
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uniform highp vec4 light_shadow_color;
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uniform highp vec2 light_pos;
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uniform highp float shadowpixel_size;
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uniform highp float shadow_gradient;
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uniform highp float light_height;
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uniform highp float light_outside_alpha;
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uniform highp float shadow_distance_mult;
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uniform lowp sampler2D light_texture; // texunit:-6
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varying vec4 light_uv_interp;
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varying vec2 transformed_light_uv;
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varying vec4 local_rot;
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#ifdef USE_SHADOWS
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uniform highp sampler2D shadow_texture; // texunit:-5
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varying highp vec2 pos;
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#endif
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const bool at_light_pass = true;
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#else
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const bool at_light_pass = false;
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#endif
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uniform bool use_default_normal;
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/* clang-format off */
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FRAGMENT_SHADER_GLOBALS
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/* clang-format on */
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void light_compute(
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inout vec4 light,
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inout vec2 light_vec,
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inout float light_height,
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inout vec4 light_color,
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vec2 light_uv,
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inout vec4 shadow_color,
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inout vec2 shadow_vec,
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vec3 normal,
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vec2 uv,
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#if defined(SCREEN_UV_USED)
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vec2 screen_uv,
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#endif
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vec4 color) {
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#if defined(USE_LIGHT_SHADER_CODE)
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/* clang-format off */
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LIGHT_SHADER_CODE
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/* clang-format on */
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#endif
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}
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void main() {
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vec4 color = color_interp;
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vec2 uv = uv_interp;
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#ifdef USE_FORCE_REPEAT
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//needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that don't support it
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uv = mod(uv, vec2(1.0, 1.0));
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#endif
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#if !defined(COLOR_USED)
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//default behavior, texture by color
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color *= texture2D(color_texture, uv);
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#endif
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#ifdef SCREEN_UV_USED
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vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
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#endif
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vec3 normal;
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#if defined(NORMAL_USED)
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bool normal_used = true;
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#else
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bool normal_used = false;
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#endif
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if (use_default_normal) {
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normal.xy = texture2D(normal_texture, uv).xy * 2.0 - 1.0;
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normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
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normal_used = true;
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} else {
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normal = vec3(0.0, 0.0, 1.0);
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}
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{
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float normal_depth = 1.0;
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#if defined(NORMALMAP_USED)
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vec3 normal_map = vec3(0.0, 0.0, 1.0);
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normal_used = true;
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#endif
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// If larger fvfs are used, final_modulate is passed as an attribute.
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// we need to read from this in custom fragment shaders or applying in the post step,
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// rather than using final_modulate directly.
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#if defined(final_modulate_alias)
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#undef final_modulate_alias
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#endif
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#ifdef USE_ATTRIB_MODULATE
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#define final_modulate_alias modulate_interp
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#else
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#define final_modulate_alias final_modulate
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#endif
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/* clang-format off */
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FRAGMENT_SHADER_CODE
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/* clang-format on */
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#if defined(NORMALMAP_USED)
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normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
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#endif
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}
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#if !defined(MODULATE_USED)
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color *= final_modulate_alias;
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#endif
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#ifdef USE_LIGHTING
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vec2 light_vec = transformed_light_uv;
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vec2 shadow_vec = transformed_light_uv;
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if (normal_used) {
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normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
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}
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float att = 1.0;
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vec2 light_uv = light_uv_interp.xy;
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vec4 light = texture2D(light_texture, light_uv);
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if (any(lessThan(light_uv_interp.xy, vec2(0.0, 0.0))) || any(greaterThanEqual(light_uv_interp.xy, vec2(1.0, 1.0)))) {
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color.a *= light_outside_alpha; //invisible
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} else {
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float real_light_height = light_height;
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vec4 real_light_color = light_color;
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vec4 real_light_shadow_color = light_shadow_color;
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#if defined(USE_LIGHT_SHADER_CODE)
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//light is written by the light shader
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light_compute(
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light,
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light_vec,
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real_light_height,
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real_light_color,
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light_uv,
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real_light_shadow_color,
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shadow_vec,
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normal,
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uv,
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#if defined(SCREEN_UV_USED)
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screen_uv,
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#endif
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color);
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#endif
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light *= real_light_color;
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if (normal_used) {
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vec3 light_normal = normalize(vec3(light_vec, -real_light_height));
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light *= max(dot(-light_normal, normal), 0.0);
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}
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color *= light;
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#ifdef USE_SHADOWS
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|
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#ifdef SHADOW_VEC_USED
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mat3 inverse_light_matrix = mat3(light_matrix);
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inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
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inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
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inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
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shadow_vec = (inverse_light_matrix * vec3(shadow_vec, 0.0)).xy;
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#else
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shadow_vec = light_uv_interp.zw;
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#endif
|
|
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float angle_to_light = -atan(shadow_vec.x, shadow_vec.y);
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float PI = 3.14159265358979323846264;
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/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
|
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float ang*/
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|
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float su, sz;
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|
|
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float abs_angle = abs(angle_to_light);
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vec2 point;
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float sh;
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if (abs_angle < 45.0 * PI / 180.0) {
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point = shadow_vec;
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sh = 0.0 + (1.0 / 8.0);
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} else if (abs_angle > 135.0 * PI / 180.0) {
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point = -shadow_vec;
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sh = 0.5 + (1.0 / 8.0);
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} else if (angle_to_light > 0.0) {
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point = vec2(shadow_vec.y, -shadow_vec.x);
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sh = 0.25 + (1.0 / 8.0);
|
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} else {
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point = vec2(-shadow_vec.y, shadow_vec.x);
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sh = 0.75 + (1.0 / 8.0);
|
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}
|
|
|
|
highp vec4 s = shadow_matrix * vec4(point, 0.0, 1.0);
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s.xyz /= s.w;
|
|
su = s.x * 0.5 + 0.5;
|
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sz = s.z * 0.5 + 0.5;
|
|
//sz=lightlength(light_vec);
|
|
|
|
highp float shadow_attenuation = 0.0;
|
|
|
|
#ifdef USE_RGBA_SHADOWS
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|
#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
|
|
|
|
#else
|
|
|
|
#define SHADOW_DEPTH(m_tex, m_uv) (texture2D((m_tex), (m_uv)).r)
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_USE_GRADIENT
|
|
|
|
/* clang-format off */
|
|
/* GLSL es 100 doesn't support line continuation characters(backslashes) */
|
|
#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += 1.0 - smoothstep(sd, sd + shadow_gradient, sz); }
|
|
|
|
#else
|
|
|
|
#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture, vec2(m_ofs, sh)); shadow_attenuation += step(sz, sd); }
|
|
/* clang-format on */
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_FILTER_NEAREST
|
|
|
|
SHADOW_TEST(su);
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_FILTER_PCF3
|
|
|
|
SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su - shadowpixel_size);
|
|
shadow_attenuation /= 3.0;
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_FILTER_PCF5
|
|
|
|
SHADOW_TEST(su + shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su - shadowpixel_size);
|
|
SHADOW_TEST(su - shadowpixel_size * 2.0);
|
|
shadow_attenuation /= 5.0;
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_FILTER_PCF7
|
|
|
|
SHADOW_TEST(su + shadowpixel_size * 3.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su - shadowpixel_size);
|
|
SHADOW_TEST(su - shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 3.0);
|
|
shadow_attenuation /= 7.0;
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_FILTER_PCF9
|
|
|
|
SHADOW_TEST(su + shadowpixel_size * 4.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 3.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su - shadowpixel_size);
|
|
SHADOW_TEST(su - shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 3.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 4.0);
|
|
shadow_attenuation /= 9.0;
|
|
|
|
#endif
|
|
|
|
#ifdef SHADOW_FILTER_PCF13
|
|
|
|
SHADOW_TEST(su + shadowpixel_size * 6.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 5.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 4.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 3.0);
|
|
SHADOW_TEST(su + shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su + shadowpixel_size);
|
|
SHADOW_TEST(su);
|
|
SHADOW_TEST(su - shadowpixel_size);
|
|
SHADOW_TEST(su - shadowpixel_size * 2.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 3.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 4.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 5.0);
|
|
SHADOW_TEST(su - shadowpixel_size * 6.0);
|
|
shadow_attenuation /= 13.0;
|
|
|
|
#endif
|
|
|
|
//color *= shadow_attenuation;
|
|
color = mix(real_light_shadow_color, color, shadow_attenuation);
|
|
//use shadows
|
|
#endif
|
|
}
|
|
|
|
//use lighting
|
|
#endif
|
|
|
|
#ifdef LINEAR_TO_SRGB
|
|
// regular Linear -> SRGB conversion
|
|
vec3 a = vec3(0.055);
|
|
color.rgb = mix((vec3(1.0) + a) * pow(color.rgb, vec3(1.0 / 2.4)) - a, 12.92 * color.rgb, vec3(lessThan(color.rgb, vec3(0.0031308))));
|
|
#endif
|
|
|
|
gl_FragColor = color;
|
|
}
|