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Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/shadowMapping.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/shadowMapping.glsllib | 106 |
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
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