mirror of
https://github.com/scratchfoundation/bgfx.git
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100 lines
3.4 KiB
Bash
100 lines
3.4 KiB
Bash
/*
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "../common/common.sh"
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uniform vec4 u_lightPos;
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#if SHADOW_PACKED_DEPTH
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SAMPLER2D(u_shadowMap, 0);
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# define Sampler sampler2D
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#else
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SAMPLER2DSHADOW(u_shadowMap, 0);
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# define Sampler sampler2DShadow
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#endif // SHADOW_PACKED_DEPTH
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vec2 lit(vec3 _ld, vec3 _n, vec3 _vd, float _exp)
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{
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//diff
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float ndotl = dot(_n, _ld);
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//spec
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vec3 r = 2.0*ndotl*_n - _ld; //reflect(_ld, _n);
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float rdotv = dot(r, _vd);
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float spec = step(0.0, ndotl) * pow(max(0.0, rdotv), _exp) * (2.0 + _exp)/8.0;
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return max(vec2(ndotl, spec), 0.0);
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}
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float hardShadow(Sampler _sampler, vec4 _shadowCoord, float _bias)
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{
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vec3 texCoord = _shadowCoord.xyz/_shadowCoord.w;
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#if SHADOW_PACKED_DEPTH
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return step(texCoord.z-_bias, unpackRgbaToFloat(texture2D(_sampler, texCoord.xy) ) );
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#else
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return shadow2D(_sampler, vec3(texCoord.xy, texCoord.z-_bias) );
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#endif // SHADOW_PACKED_DEPTH
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}
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float PCF(Sampler _sampler, vec4 _shadowCoord, float _bias, vec2 _texelSize)
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{
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vec2 texCoord = _shadowCoord.xy/_shadowCoord.w;
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bool outside = any(greaterThan(texCoord, vec2_splat(1.0)))
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|| any(lessThan (texCoord, vec2_splat(0.0)))
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;
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if (outside)
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{
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return 1.0;
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}
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float result = 0.0;
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vec2 offset = _texelSize * _shadowCoord.w;
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, -1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, -0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, 0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, 1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, -1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, -0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, 0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, 1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, -1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, -0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, 0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, 1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, -1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, -0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, 0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, 1.5) * offset, 0.0, 0.0), _bias);
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return result / 16.0;
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}
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void main()
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{
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float shadowMapBias = 0.005;
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vec3 color = vec3_splat(1.0);
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vec3 v = v_view;
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vec3 vd = -normalize(v);
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vec3 n = v_normal;
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vec3 l = u_lightPos.xyz;
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vec3 ld = -normalize(l);
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vec2 lc = lit(ld, n, vd, 1.0);
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vec2 texelSize = vec2_splat(1.0/512.0);
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float visibility = PCF(u_shadowMap, v_shadowcoord, shadowMapBias, texelSize);
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vec3 ambient = 0.1 * color;
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vec3 brdf = (lc.x + lc.y) * color * visibility;
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vec3 final = toGamma(abs(ambient + brdf) );
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gl_FragColor = vec4(final, 1.0);
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}
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