ho3/resources/shaders/directlight_parallax_shadow.fragment

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2024-06-06 13:25:38 +00:00
uniform sampler2D Texture;
uniform sampler2D NormalMap;
uniform int NormalMapExists;
uniform float FogBeginDistance;
uniform float FogEndDistance;
uniform vec4 FogColor;
varying vec2 texCoord;
varying vec3 camVec;
varying vec3 lightVec;
varying vec3 vertexPos;
//For shadows
uniform sampler2D ShadowMapGlobal;
uniform sampler2D ShadowMapLocal;
uniform float ShadowClampValue;
varying vec4 vPos;
varying vec4 gPos;
float CalcPCFGlobal(vec4 shadowCoord);
float CalcPCFLocal(vec4 shadowCoord);
vec2 myrand2(vec2 co)
{
return vec2(fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453),
fract(sin(dot(vec2(1-co.y,1-co.x) ,vec2(12.9898,78.233))) * 43758.5453));
}
float shadowCoef()
{
vec4 shadow_coord = gl_TextureMatrix[3]*vPos;
float shadow_d;
float pcf;
if (shadow_coord.x < 0.0 || shadow_coord.x > 1.0
|| shadow_coord.y < 0.0 || shadow_coord.y > 1.0)
{
shadow_coord = gl_TextureMatrix[2]*vPos;
shadow_coord.w = shadow_coord.z;
pcf = CalcPCFGlobal(shadow_coord);
}
else
{
shadow_coord.w = shadow_coord.z;
pcf = CalcPCFLocal(shadow_coord);
}
return clamp(1.0 - pcf, ShadowClampValue, 1.0);
}
float CalcPCFGlobal(vec4 shadowCoord)
{
float diff;
float shadow_d;
vec3 shadow_coord = shadowCoord.xyz;
shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
diff = clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
shadow_coord.x += 0.001;
shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
shadow_coord.xy = shadowCoord.xy;
shadow_coord.x -= 0.001;
shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
shadow_coord.xy = shadowCoord.xy;
shadow_coord.y += 0.001;
shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
shadow_coord.xy = shadowCoord.xy;
shadow_coord.y -= 0.001;
shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
return diff*0.2;
}
float CalcPCFLocal(vec4 shadowCoord)
{
float diff;
float shadow_d;
vec3 shadow_coord;
shadow_coord = shadowCoord.xyz;
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
diff = clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
shadow_coord.xy = shadowCoord.xy;
shadow_coord.x += 0.001;
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
shadow_coord.xy = shadowCoord.xy;
shadow_coord.x -= 0.001;
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
shadow_coord.xy = shadowCoord.xy;
shadow_coord.y += 0.001;
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
shadow_coord.xy = shadowCoord.xy;
shadow_coord.y -= 0.001;
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
shadow_coord.xy = shadowCoord.xy;
shadow_coord.x += 0.001;
shadow_coord.y += 0.001;
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
shadow_coord.xy = shadowCoord.xy;
shadow_coord.x -= 0.001;
shadow_coord.y += 0.001;
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
shadow_coord.xy = shadowCoord.xy;
shadow_coord.x += 0.001;
shadow_coord.y -= 0.001;
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
shadow_coord.xy = shadowCoord.xy;
shadow_coord.x -= 0.001;
shadow_coord.y -= 0.001;
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
return diff*0.11;
}
void main()
{
vec3 lVec = lightVec;
vec3 cVec = normalize(camVec);
float parallax = 0.035;
//double refinement
float height;
float offset;
vec2 parallaxTexCoord;
if (NormalMapExists != 0)
{
height = texture2D(NormalMap, texCoord.xy).a;
offset = parallax * (2.0 * height - 1.0);
parallaxTexCoord = texCoord.xy + offset * cVec.xy;
height += texture2D(NormalMap, parallaxTexCoord).a;
offset = parallax * (height - 1.0);
parallaxTexCoord = texCoord.xy + offset * cVec.xy;
}
else
{
parallaxTexCoord = texCoord.xy;
}
//go-go-go
vec3 TexRGB = texture2D(Texture, parallaxTexCoord).xyz;
vec3 norm;
norm = (1-NormalMapExists) * vec3(0.0,0.0,1.0) + NormalMapExists*(texture2D(NormalMap, parallaxTexCoord).xyz * 2.0 - 1.0);
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
float light_coef;
if (lightVec.z <= 0.2)
{
light_coef = 1.0;
}
else
{
light_coef = 1.0 - shadowCoef();
}
vec4 ambient = gl_LightSource[0].ambient;
vec4 diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * min( max(dot(lVec,norm),0.0), light_coef);
vec4 specular = gl_LightSource[0].specular * min(shineFactor, light_coef);
float fogFactor = min(max(max(abs(vertexPos.x)-FogBeginDistance, abs(vertexPos.z)-FogBeginDistance),0.0)/(FogEndDistance - FogBeginDistance),1.0);
gl_FragColor = mix(vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular), FogColor, fogFactor);
}