// WIP #ifndef SHADOWMAP_GLSL #define SHADOWMAP_GLSL // uniform mat4 view = mat4(1.0); uniform vec3 lightPos; /// set:1,1,1 uniform float doTexture; /// set:1 #ifdef VSMCUBE uniform samplerCube shadowMap; // VSMCUBE #else uniform sampler2D shadowMap; // !VSMCUBE #endif struct light { vec3 position; // world-space vec4 diffuse; vec4 specular; float constantAttenuation, linearAttenuation, quadraticAttenuation; }; light light0 = light( vec3(1,1,1), // lightPos vec4(1,1,1,1), // diffuse vec4(1,1,1,1), // specular 1.0, 0.0, 0.0 // attenuation (const, linear, quad) ); // From http://fabiensanglard.net/shadowmappingVSM/index.php #ifdef VSMCUBE float chebyshevUpperBound(float distance, vec3 dir) { distance = distance/20 ; vec2 moments = texture(shadowMap, dir).rg; #else float chebyshevUpperBound(float distance, vec4 scPostW) { vec2 moments = texture(shadowMap,scPostW.xy).rg; #endif // Surface is fully lit. as the current fragment is before the light occluder if (distance <= moments.x) return 1.0; // The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check // How likely this pixel is to be lit (p_max) float variance = moments.y - (moments.x*moments.x); //variance = max(variance, 0.000002); variance = max(variance, 0.00002); float d = distance - moments.x; float p_max = variance / (variance + d*d); return p_max; } vec4 shadowmap(in vec4 vpeye, in vec4 vneye, in vec2 uv, in vec4 sc) { #ifndef VSMCUBE return vec4(1.); #else vec3 fragment = vec3(vpeye); vec3 normal = vec3(normalize(vneye)); vec3 viewDir = normalize(-fragment); // Lighting // Convert to eye-space vec3 light = vec3(view * vec4(light0.position, 1.0)); #ifdef VSMCUBE // Vectors vec3 fragmentToLight = light - fragment; vec3 fragmentToLightDir = normalize(fragmentToLight); // Shadows vec4 fragmentToLight_world = inverse(view) * vec4(fragmentToLightDir, 0.0); float shadowFactor = chebyshevUpperBound(length(fragmentToLight), -fragmentToLight_world.xyz); #else // Shadows vec4 scPostW = sc / sc.w; scPostW = scPostW * 0.5 + 0.5; float shadowFactor = 1.0; // Not in shadow bool outsideShadowMap = sc.w <= 0.0f || (scPostW.x < 0 || scPostW.y < 0) || (scPostW.x >= 1 || scPostW.y >= 1); if (!outsideShadowMap) { shadowFactor = chebyshevUpperBound(scPostW.z, scPostW); } #endif vec4 diffColor = vec4(1,1,1,1); #ifdef VSMCUBE if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, -fragmentToLight_world.xyz).r), 1.0); #else if(doTexture != 0) diffColor = vec4(vec3(texture(shadowMap, vec2(uv.x, 1.0 - uv.y)).r), 1.0); #endif #if 1 vec3 positionToLight = light - fragment; vec3 lightDir = normalize(positionToLight); // Angle between fragment-normal and incoming light float cosAngIncidence = dot(lightDir, normal); cosAngIncidence = clamp(cosAngIncidence, 0, 1); float attenuation = 1.0f; attenuation = 1.0 / (light0.constantAttenuation + light0.linearAttenuation * length(positionToLight) + light0.quadraticAttenuation * pow(length(positionToLight),2)); vec4 diffuse = diffColor * light0.diffuse * cosAngIncidence * attenuation; vec4 total_lighting; total_lighting += vec4(0.1, 0.1, 0.1, 1.0) * diffColor; // Ambient total_lighting += diffuse * shadowFactor; // Diffuse #else vec4 total_lighting = diffColor; #endif return vec4(clamp(vec3(total_lighting), 0., 1.), 1.0); #endif } #endif