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@@ -1,139 +1,139 @@
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-// Because gpu_shader5 is actually where those
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-// gather functions are declared to work on shadowmaps
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-#extension GL_ARB_gpu_shader5 : enable
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-
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-#ifdef HARDWARE_SHADOWS
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- #define SHADOWMAP sampler2DShadow
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- #define SHADOWCOMPAREOFFSET(tex,coord,offset) textureProjOffset(tex, coord, offset)
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- #define SHADOWCOMPARE(tex,coord) textureProj(tex, coord)
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- #define SHADOWGATHER(tex,coord) textureGather(tex, coord.xy, coord.z)
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-#else
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- #define SHADOWMAP sampler2D
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- #define SHADOWCOMPAREOFFSET(tex,coord,offset) step(coord.z, textureProjOffset(tex, coord, offset).r)
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- #define SHADOWCOMPARE(tex,coord) step(coord.z, textureProj(tex, coord).r)
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- #define SHADOWGATHER(tex,coord) step(coord.z, textureGather(tex, coord.xy))
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-#endif
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-
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-
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-#if FILTER_MODE == 0
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- #define GETSHADOW SHADOWCOMPARE
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- #define KERNEL 1
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-#elif FILTER_MODE == 1
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- #ifdef HARDWARE_SHADOWS
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- #define GETSHADOW SHADOWCOMPARE
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- #else
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- #define GETSHADOW Shadow_DoBilinear_2x2
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- #endif
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- #define KERNEL 1
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-#elif FILTER_MODE == 2
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- #define GETSHADOW Shadow_DoDither_2x2
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- #define KERNEL 1
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-#elif FILTER_MODE == 3
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- #define GETSHADOW Shadow_DoPCF
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- #define KERNEL 4
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-#elif FILTER_MODE == 4
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- #define GETSHADOW Shadow_DoPCF
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- #define KERNEL 8
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-#endif
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-
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-out vec4 outFragColor;
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-
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-uniform SHADOWMAP m_ShadowMap0;
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-uniform SHADOWMAP m_ShadowMap1;
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-uniform SHADOWMAP m_ShadowMap2;
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-uniform SHADOWMAP m_ShadowMap3;
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-
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-uniform vec4 m_Splits;
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-uniform float m_ShadowIntensity;
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-
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-in vec4 projCoord0;
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-in vec4 projCoord1;
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-in vec4 projCoord2;
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-in vec4 projCoord3;
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-in float shadowPosition;
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-
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-float Shadow_BorderCheck(in vec2 coord){
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- // Fastest, "hack" method (uses 4-5 instructions)
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- vec4 t = vec4(coord.xy, 0.0, 1.0);
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- t = step(t.wwxy, t.xyzz);
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- return dot(t,t);
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-}
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-
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-float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){
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- float border = Shadow_BorderCheck(projCoord.xy);
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- if (border > 0.0)
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- return 1.0;
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-
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- ivec2 texSize = textureSize(tex, 0);
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- vec2 pixSize = 1.0 / vec2(texSize);
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-
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- float shadow = 0.0;
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- ivec2 o = ivec2(mod(floor(gl_FragCoord.xy), 2.0));
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- shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, 1.5)+o), projCoord.zw));
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- shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, 1.5)+o), projCoord.zw));
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- shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, -0.5)+o), projCoord.zw));
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- shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, -0.5)+o), projCoord.zw));
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- shadow *= 0.25;
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- return shadow;
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-}
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-
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-float Shadow_DoBilinear_2x2(in SHADOWMAP tex, in vec4 projCoord){
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- float border = Shadow_BorderCheck(projCoord.xy);
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- if (border > 0.0)
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- return 1.0;
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-
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- ivec2 texSize = textureSize(tex, 0);
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- #ifdef GL_ARB_gpu_shader5
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- vec4 coord = vec4(projCoord.xyz / projCoord.w,0.0);
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- vec4 gather = SHADOWGATHER(tex, coord);
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- #else
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- vec4 gather = vec4(0.0);
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- gather.x = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 0));
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- gather.y = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 0));
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- gather.z = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 1));
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- gather.w = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 1));
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- #endif
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-
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- vec2 f = fract( projCoord.xy * texSize );
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- vec2 mx = mix( gather.xz, gather.yw, f.x );
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- return mix( mx.x, mx.y, f.y );
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-}
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-
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-float Shadow_DoPCF(in SHADOWMAP tex, in vec4 projCoord){
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- float pixSize = 1.0 / textureSize(tex,0).x;
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-
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- float shadow = 0.0;
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- float border = Shadow_BorderCheck(projCoord.xy);
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- if (border > 0.0)
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- return 1.0;
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-
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- float bound = KERNEL * 0.5 - 0.5;
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- bound *= PCFEDGE;
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- for (float y = -bound; y <= bound; y += PCFEDGE){
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- for (float x = -bound; x <= bound; x += PCFEDGE){
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- vec4 coord = vec4(projCoord.xy + vec2(x,y) * pixSize, projCoord.zw);
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- shadow += SHADOWCOMPARE(tex, coord);
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- }
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- }
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-
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- shadow = shadow / (KERNEL * KERNEL);
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- return shadow;
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-}
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-
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-void main(){
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- float shadow = 0.0;
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-
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- if(shadowPosition < m_Splits.x){
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- shadow = GETSHADOW(m_ShadowMap0, projCoord0);
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- }else if( shadowPosition < m_Splits.y){
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- shadow = GETSHADOW(m_ShadowMap1, projCoord1);
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- }else if( shadowPosition < m_Splits.z){
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- shadow = GETSHADOW(m_ShadowMap2, projCoord2);
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- }else if( shadowPosition < m_Splits.w){
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- shadow = GETSHADOW(m_ShadowMap3, projCoord3);
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- }
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-
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- shadow = shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity);
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- outFragColor = vec4(shadow, shadow, shadow, 1.0);
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-}
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-
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+// Because gpu_shader5 is actually where those
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+// gather functions are declared to work on shadowmaps
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+#extension GL_ARB_gpu_shader5 : enable
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+
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+#ifdef HARDWARE_SHADOWS
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+ #define SHADOWMAP sampler2DShadow
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+ #define SHADOWCOMPAREOFFSET(tex,coord,offset) textureProjOffset(tex, coord, offset)
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+ #define SHADOWCOMPARE(tex,coord) textureProj(tex, coord)
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+ #define SHADOWGATHER(tex,coord) textureGather(tex, coord.xy, coord.z)
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+#else
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+ #define SHADOWMAP sampler2D
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+ #define SHADOWCOMPAREOFFSET(tex,coord,offset) step(coord.z, textureProjOffset(tex, coord, offset).r)
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+ #define SHADOWCOMPARE(tex,coord) step(coord.z, textureProj(tex, coord).r)
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+ #define SHADOWGATHER(tex,coord) step(coord.z, textureGather(tex, coord.xy))
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+#endif
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+
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+
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+#if FILTER_MODE == 0
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+ #define GETSHADOW SHADOWCOMPARE
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+ #define KERNEL 1
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+#elif FILTER_MODE == 1
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+ #ifdef HARDWARE_SHADOWS
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+ #define GETSHADOW SHADOWCOMPARE
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+ #else
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+ #define GETSHADOW Shadow_DoBilinear_2x2
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+ #endif
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+ #define KERNEL 1
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+#elif FILTER_MODE == 2
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+ #define GETSHADOW Shadow_DoDither_2x2
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+ #define KERNEL 1
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+#elif FILTER_MODE == 3
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+ #define GETSHADOW Shadow_DoPCF
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+ #define KERNEL 4
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+#elif FILTER_MODE == 4
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+ #define GETSHADOW Shadow_DoPCF
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+ #define KERNEL 8
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+#endif
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+
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+out vec4 outFragColor;
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+
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+uniform SHADOWMAP m_ShadowMap0;
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+uniform SHADOWMAP m_ShadowMap1;
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+uniform SHADOWMAP m_ShadowMap2;
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+uniform SHADOWMAP m_ShadowMap3;
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+
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+uniform vec4 m_Splits;
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+uniform float m_ShadowIntensity;
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+
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+in vec4 projCoord0;
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+in vec4 projCoord1;
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+in vec4 projCoord2;
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+in vec4 projCoord3;
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+in float shadowPosition;
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+
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+float Shadow_BorderCheck(in vec2 coord){
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+ // Fastest, "hack" method (uses 4-5 instructions)
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+ vec4 t = vec4(coord.xy, 0.0, 1.0);
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+ t = step(t.wwxy, t.xyzz);
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+ return dot(t,t);
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+}
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+
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+float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){
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+ float border = Shadow_BorderCheck(projCoord.xy);
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+ if (border > 0.0)
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+ return 1.0;
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+
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+ ivec2 texSize = textureSize(tex, 0);
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+ vec2 pixSize = 1.0 / vec2(texSize);
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+
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+ float shadow = 0.0;
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+ ivec2 o = ivec2(mod(floor(gl_FragCoord.xy), 2.0));
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+ shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, 1.5)+o), projCoord.zw));
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+ shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, 1.5)+o), projCoord.zw));
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+ shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, -0.5)+o), projCoord.zw));
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+ shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, -0.5)+o), projCoord.zw));
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+ shadow *= 0.25;
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+ return shadow;
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+}
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+
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+float Shadow_DoBilinear_2x2(in SHADOWMAP tex, in vec4 projCoord){
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+ float border = Shadow_BorderCheck(projCoord.xy);
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+ if (border > 0.0)
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+ return 1.0;
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+
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+ ivec2 texSize = textureSize(tex, 0);
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+ #ifdef GL_ARB_gpu_shader5
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+ vec4 coord = vec4(projCoord.xyz / projCoord.www,0.0);
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+ vec4 gather = SHADOWGATHER(tex, coord);
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+ #else
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+ vec4 gather = vec4(0.0);
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+ gather.x = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 0));
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+ gather.y = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 0));
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+ gather.z = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 1));
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+ gather.w = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 1));
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+ #endif
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+
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+ vec2 f = fract( projCoord.xy * texSize );
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+ vec2 mx = mix( gather.xz, gather.yw, f.x );
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+ return mix( mx.x, mx.y, f.y );
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+}
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+
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+float Shadow_DoPCF(in SHADOWMAP tex, in vec4 projCoord){
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+ float pixSize = 1.0 / textureSize(tex,0).x;
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+
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+ float shadow = 0.0;
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+ float border = Shadow_BorderCheck(projCoord.xy);
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+ if (border > 0.0)
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+ return 1.0;
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+
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+ float bound = KERNEL * 0.5 - 0.5;
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+ bound *= PCFEDGE;
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+ for (float y = -bound; y <= bound; y += PCFEDGE){
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+ for (float x = -bound; x <= bound; x += PCFEDGE){
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+ vec4 coord = vec4(projCoord.xy + vec2(x,y) * pixSize, projCoord.zw);
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+ shadow += SHADOWCOMPARE(tex, coord);
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+ }
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+ }
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+
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+ shadow = shadow / (KERNEL * KERNEL);
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+ return shadow;
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+}
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+
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+void main(){
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+ float shadow = 0.0;
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+
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+ if(shadowPosition < m_Splits.x){
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+ shadow = GETSHADOW(m_ShadowMap0, projCoord0);
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+ }else if( shadowPosition < m_Splits.y){
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+ shadow = GETSHADOW(m_ShadowMap1, projCoord1);
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+ }else if( shadowPosition < m_Splits.z){
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+ shadow = GETSHADOW(m_ShadowMap2, projCoord2);
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+ }else if( shadowPosition < m_Splits.w){
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+ shadow = GETSHADOW(m_ShadowMap3, projCoord3);
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+ }
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+
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+ shadow = shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity);
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+ outFragColor = vec4(shadow, shadow, shadow, 1.0);
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+}
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+
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