/* * Copyright 2013-2014 Dario Manesku. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "../common/common.sh" uniform vec4 u_lightPos; uniform vec4 u_color; uniform vec4 u_shadowMapParams; #define u_shadowMapSize u_shadowMapParams.x #define u_shadowMapBias u_shadowMapParams.y #if SHADOW_PACKED_DEPTH SAMPLER2D(u_shadowMap, 0); # define Sampler sampler2D #else SAMPLER2DSHADOW(u_shadowMap, 0); # define Sampler sampler2DShadow #endif // SHADOW_PACKED_DEPTH #if TEXTURED SAMPLER2D(sceneDefaultTexture, 1); #endif vec2 lit(vec3 _ld, vec3 _n, vec3 _vd, float _exp) { //diff float ndotl = dot(_n, _ld); //spec vec3 r = 2.0*ndotl*_n - _ld; //reflect(_ld, _n); float rdotv = dot(r, _vd); float spec = step(0.0, ndotl) * pow(max(0.0, rdotv), _exp) * (2.0 + _exp)/8.0; return max(vec2(ndotl, spec), 0.0); } float hardShadow(Sampler _sampler, vec4 _shadowCoord, float _bias) { vec3 texCoord = _shadowCoord.xyz/_shadowCoord.w; #if SHADOW_PACKED_DEPTH return step(texCoord.z-_bias, unpackRgbaToFloat(texture2D(_sampler, texCoord.xy) ) ); #else return shadow2D(_sampler, vec3(texCoord.xy, texCoord.z-_bias) ); #endif // SHADOW_PACKED_DEPTH } float PCF(Sampler _sampler, vec4 _shadowCoord, float _bias, vec2 _texelSize) { vec2 texCoord = _shadowCoord.xy/_shadowCoord.w; bool outside = any(greaterThan(texCoord, vec2_splat(1.0))) || any(lessThan (texCoord, vec2_splat(0.0))) ; if (outside) { return 1.0; } float result = 0.0; vec2 offset = _texelSize * _shadowCoord.w; result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, -1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, -0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, 0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, 1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, -1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, -0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, 0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, 1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, -1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, -0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, 0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, 1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, -1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, -0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, 0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, 1.5) * offset, 0.0, 0.0), _bias); return result / 16.0; } void main() { vec3 color = u_color.xyz; vec3 v = v_view; vec3 vd = -normalize(v); vec3 n = v_normal; vec3 l = u_lightPos.xyz; vec3 ld = -normalize(l); vec2 lc = lit(ld, n, vd, 1.0); vec2 texelSize = vec2_splat(1.0/u_shadowMapSize); float visibility = PCF(u_shadowMap, v_shadowcoord, u_shadowMapBias, texelSize); vec3 ambient = 0.1 * color; vec3 brdf = color * visibility; #if TEXTURED vec4 texcolor = toLinear (texture2D(sceneDefaultTexture, v_texcoord0) ); brdf = brdf * texcolor.xyz; #endif vec3 final = toGamma(abs(ambient + brdf) ); gl_FragColor = vec4(final, 1.0); }