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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/shadowMapping.glsllib106
2 files changed, 0 insertions, 106 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
new file mode 160000
+Subproject 2025912174c4cf99270b7439ec3b021e1d089ae
diff --git a/src/Runtime/ogl-runtime/res/effectlib/shadowMapping.glsllib b/src/Runtime/ogl-runtime/res/effectlib/shadowMapping.glsllib
deleted file mode 100644
index df351f9a..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/shadowMapping.glsllib
+++ /dev/null
@@ -1,106 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:GPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3 or (at your option) any later version
-** approved by the KDE Free Qt Foundation. The licenses are as published by
-** the Free Software Foundation and appearing in the file LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#ifndef SHADOW_MAPPING_GLSLLIB
-#define SHADOW_MAPPING_GLSLLIB
-
-#include "depthpass.glsllib"
-
-float sampleParaboloid( in sampler2D shadowMap, in vec4 shadowControls, in mat4 shadowMatrix, in vec3 worldPos, in vec2 cameraProps, out vec2 smpUV )
-{
- vec4 projCoord = shadowMatrix * vec4( worldPos, 1.0 );
- vec3 smpCoord = projCoord.xyz / projCoord.w;
-
- float ptDepth = depthValueToLinearDistance( 1.0 - smpCoord.z, cameraProps );
- ptDepth = (ptDepth - cameraProps.x) / (cameraProps.y - cameraProps.x);
- smpCoord = normalize( smpCoord.xyz );
- smpCoord.xy /= -( smpCoord.z + 1.0 );
- smpCoord.xy = vec2(1.0) - smpCoord.xy;
- smpCoord.xy *= 0.5;
-
- smpUV = smpCoord.xy; // This is just for debug purposes to ensure what the sampled UV cooord is.
-
- float sampleDepth = texture( shadowMap, smpCoord.xy ).x + shadowControls.x;
- sampleDepth *= sampleDepth;
- ptDepth *= ptDepth;
- float shadowFac = min(1.0, exp(shadowControls.y * sampleDepth * sampleDepth) / exp(shadowControls.y * ptDepth * ptDepth));
-
- smpUV.xy *= shadowFac;
- return shadowFac;
-}
-
-float sampleCubemap( in samplerCube shadowCube, in vec4 shadowControls, in mat4 shadowViewMat, in vec3 lightPos, in vec3 worldPos, in vec2 cameraProps )
-{
- vec3 viewDir = worldPos - vec3(lightPos.x, lightPos.y, lightPos.z);
- float ptDepth = length(viewDir.xyz);
- vec4 viewCoord = shadowViewMat * vec4( viewDir.xyz, 0.0 );
- viewCoord.xyz /= ptDepth;
- ptDepth = clamp((ptDepth - 1.0) / (cameraProps.y - 1.0), 0.0, 1.0);
-
- float smpDepth = texture( shadowCube, viewDir.xyz ).x + shadowControls.x;
-
- float shadowFac = min(1.0, exp(shadowControls.y * smpDepth) / exp(shadowControls.y * ptDepth));
- return shadowFac;
-}
-
-float sampleOrthographic( in sampler2D shadowMap, in vec4 shadowControls, in mat4 shadowMatrix, in vec3 worldPos, in vec2 cameraProps )
-{
- vec4 projCoord = shadowMatrix * vec4( worldPos, 1.0 );
- vec3 smpCoord = projCoord.xyz / projCoord.w;
-
- float sampleDepth = texture( shadowMap, smpCoord.xy ).x + shadowControls.x;
-
- return min(1.0, exp(shadowControls.y * sampleDepth) / exp(shadowControls.y * smpCoord.z));
-}
-
-
-struct ParaboloidMapResult
-{
- vec4 m_Position;
- vec4 m_WorldPos;
-};
-
-ParaboloidMapResult VertexParaboloidDepth(vec3 pos, mat4 inMVP)
-{
- vec4 glPos = inMVP * vec4( pos, 1.0 );
- glPos /= glPos.w;
- glPos.xyz = normalize( glPos.xyz );
- vec4 world_pos;
- world_pos.w = glPos.z;
- glPos.xy /= glPos.z + 1.0;
- world_pos.xyz = pos.xyz;
-
- ParaboloidMapResult retval;
- retval.m_Position = glPos;
- retval.m_WorldPos = world_pos;
- return retval;
-}
-
-#endif \ No newline at end of file