|
@@ -15,6 +15,7 @@ precision highp int;
|
|
|
|
|
|
#define M_PI 3.14159265359
|
|
|
|
|
|
+
|
|
|
//
|
|
|
// attributes
|
|
|
//
|
|
@@ -1214,14 +1215,17 @@ LIGHT_SHADER_CODE
|
|
|
#ifdef USE_SHADOW
|
|
|
|
|
|
#define SAMPLE_SHADOW_TEXEL(p_shadow, p_pos, p_depth) step(p_depth, texture2D(p_shadow, p_pos).r)
|
|
|
+#define SAMPLE_SHADOW_TEXEL_PROJ(p_shadow, p_pos) step(p_pos.z, texture2DProj(p_shadow, p_pos).r)
|
|
|
|
|
|
float sample_shadow(
|
|
|
- highp sampler2D shadow,
|
|
|
- highp vec2 pos,
|
|
|
- highp float depth) {
|
|
|
+ highp sampler2D shadow,highp vec4 spos) {
|
|
|
|
|
|
#ifdef SHADOW_MODE_PCF_13
|
|
|
|
|
|
+ spos.xyz/=spos.w;
|
|
|
+ vec2 pos = spos.xy;
|
|
|
+ float depth = spos.z;
|
|
|
+
|
|
|
float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
|
|
|
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
|
|
|
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
|
|
@@ -1240,6 +1244,10 @@ float sample_shadow(
|
|
|
|
|
|
#ifdef SHADOW_MODE_PCF_5
|
|
|
|
|
|
+ spos.xyz/=spos.w;
|
|
|
+ vec2 pos = spos.xy;
|
|
|
+ float depth = spos.z;
|
|
|
+
|
|
|
float avg = SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
|
|
|
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(shadow_pixel_size.x, 0.0), depth);
|
|
|
avg += SAMPLE_SHADOW_TEXEL(shadow, pos + vec2(-shadow_pixel_size.x, 0.0), depth);
|
|
@@ -1251,7 +1259,7 @@ float sample_shadow(
|
|
|
|
|
|
#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
|
|
|
|
|
|
- return SAMPLE_SHADOW_TEXEL(shadow, pos, depth);
|
|
|
+ return SAMPLE_SHADOW_TEXEL_PROJ(shadow, spos);
|
|
|
#endif
|
|
|
}
|
|
|
|
|
@@ -1321,8 +1329,8 @@ FRAGMENT_SHADER_CODE
|
|
|
normalmap.xy = normalmap.xy * 2.0 - 1.0;
|
|
|
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy)));
|
|
|
|
|
|
- // normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
|
|
|
- normal = normalmap;
|
|
|
+ normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
|
|
|
+ //normal = normalmap;
|
|
|
#endif
|
|
|
|
|
|
normal = normalize(normal);
|
|
@@ -1493,10 +1501,10 @@ FRAGMENT_SHADER_CODE
|
|
|
|
|
|
#ifdef USE_SHADOW
|
|
|
{
|
|
|
- highp vec3 splane = shadow_coord.xyz;
|
|
|
- float shadow_len = length(splane);
|
|
|
+ highp vec4 splane = shadow_coord;
|
|
|
+ float shadow_len = length(splane.xyz);
|
|
|
|
|
|
- splane = normalize(splane);
|
|
|
+ splane = normalize(splane.xyz);
|
|
|
|
|
|
vec4 clamp_rect = light_clamp;
|
|
|
|
|
@@ -1513,8 +1521,9 @@ FRAGMENT_SHADER_CODE
|
|
|
splane.z = shadow_len / light_range;
|
|
|
|
|
|
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
|
|
|
+ splane.w = 1.0;
|
|
|
|
|
|
- float shadow = sample_shadow(light_shadow_atlas, splane.xy, splane.z);
|
|
|
+ float shadow = sample_shadow(light_shadow_atlas, splane);
|
|
|
|
|
|
light_att *= shadow;
|
|
|
}
|
|
@@ -1531,6 +1540,126 @@ FRAGMENT_SHADER_CODE
|
|
|
float depth_z = -vertex.z;
|
|
|
|
|
|
#ifdef USE_SHADOW
|
|
|
+
|
|
|
+
|
|
|
+#ifdef USE_VERTEX_LIGHTING
|
|
|
+//compute shadows in a mobile friendly way
|
|
|
+
|
|
|
+#ifdef LIGHT_USE_PSSM4
|
|
|
+ //take advantage of prefetch
|
|
|
+ float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
|
|
|
+ float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
|
|
|
+ float shadow3 = sample_shadow(light_directional_shadow, shadow_coord3);
|
|
|
+ float shadow4 = sample_shadow(light_directional_shadow, shadow_coord4);
|
|
|
+
|
|
|
+
|
|
|
+ if (depth_z < light_split_offsets.w) {
|
|
|
+ float pssm_fade = 0.0;
|
|
|
+ float shadow_att = 1.0;
|
|
|
+#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
+ float shadow_att2 = 1.0;
|
|
|
+ float pssm_blend = 0.0;
|
|
|
+ bool use_blend = true;
|
|
|
+#endif
|
|
|
+ if (depth_z < light_split_offsets.y) {
|
|
|
+ if (depth_z < light_split_offsets.x) {
|
|
|
+ shadow_att = shadow1;
|
|
|
+
|
|
|
+#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
+ shadow_att2 = shadow2;
|
|
|
+
|
|
|
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
|
|
+#endif
|
|
|
+ } else {
|
|
|
+ shadow_att = shadow2;
|
|
|
+
|
|
|
+#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
+ shadow_att2 = shadow3;
|
|
|
+
|
|
|
+ pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
|
|
+#endif
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ if (depth_z < light_split_offsets.z) {
|
|
|
+
|
|
|
+ shadow_att = shadow3;
|
|
|
+
|
|
|
+#if defined(LIGHT_USE_PSSM_BLEND)
|
|
|
+ shadow_att2 = shadow4;
|
|
|
+ pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
|
|
|
+#endif
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ shadow_att = shadow4;
|
|
|
+ pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
|
|
|
+
|
|
|
+#if defined(LIGHT_USE_PSSM_BLEND)
|
|
|
+ use_blend = false;
|
|
|
+#endif
|
|
|
+ }
|
|
|
+ }
|
|
|
+#if defined(LIGHT_USE_PSSM_BLEND)
|
|
|
+ if (use_blend) {
|
|
|
+ shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
|
|
|
+ }
|
|
|
+#endif
|
|
|
+ light_att *= shadow_att;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+#endif //LIGHT_USE_PSSM4
|
|
|
+
|
|
|
+#ifdef LIGHT_USE_PSSM2
|
|
|
+
|
|
|
+ //take advantage of prefetch
|
|
|
+ float shadow1 = sample_shadow(light_directional_shadow, shadow_coord);
|
|
|
+ float shadow2 = sample_shadow(light_directional_shadow, shadow_coord2);
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ if (depth_z < light_split_offsets.y) {
|
|
|
+ float shadow_att = 1.0;
|
|
|
+ float pssm_fade = 0.0;
|
|
|
+
|
|
|
+#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
+ float shadow_att2 = 1.0;
|
|
|
+ float pssm_blend = 0.0;
|
|
|
+ bool use_blend = true;
|
|
|
+#endif
|
|
|
+ if (depth_z < light_split_offsets.x) {
|
|
|
+ float pssm_fade = 0.0;
|
|
|
+ shadow_att = shadow1;
|
|
|
+
|
|
|
+#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
+ shadow_att2 = shadow2;
|
|
|
+ pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
|
|
+#endif
|
|
|
+ } else {
|
|
|
+
|
|
|
+ shadow_att = shadow2;
|
|
|
+ pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
|
|
+#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
+ use_blend = false;
|
|
|
+#endif
|
|
|
+ }
|
|
|
+#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
+ if (use_blend) {
|
|
|
+ shadow_att = mix(shadow_att, shadow_att2, pssm_blend);
|
|
|
+ }
|
|
|
+#endif
|
|
|
+ light_att *= shadow_att;
|
|
|
+ }
|
|
|
+
|
|
|
+#endif //LIGHT_USE_PSSM2
|
|
|
+
|
|
|
+#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
|
|
|
+
|
|
|
+ light_att *= sample_shadow(light_directional_shadow, shadow_coord);
|
|
|
+#endif //orthogonal
|
|
|
+
|
|
|
+#else //fragment version of pssm
|
|
|
+
|
|
|
{
|
|
|
#ifdef LIGHT_USE_PSSM4
|
|
|
if (depth_z < light_split_offsets.w) {
|
|
@@ -1540,34 +1669,32 @@ FRAGMENT_SHADER_CODE
|
|
|
if (depth_z < light_split_offsets.x) {
|
|
|
#endif //pssm2
|
|
|
|
|
|
- vec3 pssm_coord;
|
|
|
+ highp vec4 pssm_coord;
|
|
|
float pssm_fade = 0.0;
|
|
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
float pssm_blend;
|
|
|
- vec3 pssm_coord2;
|
|
|
+ highp vec4 pssm_coord2;
|
|
|
bool use_blend = true;
|
|
|
#endif
|
|
|
|
|
|
#ifdef LIGHT_USE_PSSM4
|
|
|
+
|
|
|
+
|
|
|
if (depth_z < light_split_offsets.y) {
|
|
|
- if (depth_z < light_split_offsets.x) {
|
|
|
- highp vec4 splane = shadow_coord;
|
|
|
- pssm_coord = splane.xyz / splane.w;
|
|
|
+ if (depth_z < light_split_offsets.x) {
|
|
|
+ pssm_coord = shadow_coord;
|
|
|
|
|
|
-#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
- splane = shadow_coord2;
|
|
|
- pssm_coord2 = splane.xyz / splane.w;
|
|
|
+#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
+ pssm_coord2 = shadow_coord2;
|
|
|
|
|
|
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
|
|
#endif
|
|
|
} else {
|
|
|
- highp vec4 splane = shadow_coord2;
|
|
|
- pssm_coord = splane.xyz / splane.w;
|
|
|
+ pssm_coord = shadow_coord2;
|
|
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
- splane = shadow_coord3;
|
|
|
- pssm_coord2 = splane.xyz / splane.w;
|
|
|
+ pssm_coord2 = shadow_coord3;
|
|
|
|
|
|
pssm_blend = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
|
|
#endif
|
|
@@ -1575,19 +1702,16 @@ FRAGMENT_SHADER_CODE
|
|
|
} else {
|
|
|
if (depth_z < light_split_offsets.z) {
|
|
|
|
|
|
- highp vec4 splane = shadow_coord3;
|
|
|
- pssm_coord = splane.xyz / splane.w;
|
|
|
+ pssm_coord = shadow_coord3;
|
|
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
|
- splane = shadow_coord4;
|
|
|
- pssm_coord2 = splane.xyz / splane.w;
|
|
|
+ pssm_coord2 = shadow_coord4;
|
|
|
pssm_blend = smoothstep(light_split_offsets.y, light_split_offsets.z, depth_z);
|
|
|
#endif
|
|
|
|
|
|
} else {
|
|
|
|
|
|
- highp vec4 splane = shadow_coord4;
|
|
|
- pssm_coord = splane.xyz / splane.w;
|
|
|
+ pssm_coord = shadow_coord4;
|
|
|
pssm_fade = smoothstep(light_split_offsets.z, light_split_offsets.w, depth_z);
|
|
|
|
|
|
#if defined(LIGHT_USE_PSSM_BLEND)
|
|
@@ -1601,17 +1725,15 @@ FRAGMENT_SHADER_CODE
|
|
|
#ifdef LIGHT_USE_PSSM2
|
|
|
if (depth_z < light_split_offsets.x) {
|
|
|
|
|
|
- highp vec4 splane = shadow_coord;
|
|
|
- pssm_coord = splane.xyz / splane.w;
|
|
|
+ pssm_coord = shadow_coord;
|
|
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
- splane = shadow_coord2;
|
|
|
- pssm_coord2 = splane.xyz / splane.w;
|
|
|
+ pssm_coord2 = shadow_coord2;
|
|
|
pssm_blend = smoothstep(0.0, light_split_offsets.x, depth_z);
|
|
|
#endif
|
|
|
} else {
|
|
|
- highp vec4 splane = shadow_coord2;
|
|
|
- pssm_coord = splane.xyz / splane.w;
|
|
|
+
|
|
|
+ pssm_coord = shadow_coord2;
|
|
|
pssm_fade = smoothstep(light_split_offsets.x, light_split_offsets.y, depth_z);
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
use_blend = false;
|
|
@@ -1622,22 +1744,23 @@ FRAGMENT_SHADER_CODE
|
|
|
|
|
|
#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2)
|
|
|
{
|
|
|
- highp vec4 splane = shadow_coord;
|
|
|
- pssm_coord = splane.xyz / splane.w;
|
|
|
+ pssm_coord = shadow_coord;
|
|
|
}
|
|
|
#endif
|
|
|
|
|
|
- float shadow = sample_shadow(light_directional_shadow, pssm_coord.xy, pssm_coord.z);
|
|
|
+ float shadow = sample_shadow(light_directional_shadow, pssm_coord);
|
|
|
|
|
|
#ifdef LIGHT_USE_PSSM_BLEND
|
|
|
if (use_blend) {
|
|
|
- shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2.xy, pssm_coord2.z), pssm_blend);
|
|
|
+ shadow = mix(shadow, sample_shadow(light_directional_shadow, pssm_coord2), pssm_blend);
|
|
|
}
|
|
|
#endif
|
|
|
|
|
|
light_att *= shadow;
|
|
|
}
|
|
|
}
|
|
|
+#endif //use vertex lighting
|
|
|
+
|
|
|
#endif //use shadow
|
|
|
|
|
|
#endif
|