diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-05-07 09:32:14 +0300 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-05-07 09:56:54 +0300 |
commit | bec634f4141be5300ab2354d784186f9c95a8db5 (patch) | |
tree | 037a98441db507542c109dffbc249c8a60c6ae62 /src/datavis3d/engine/shaders/fragmentShadow | |
parent | 7c29e6efc4dcb1393f90e90dc2e5e2ef242edd41 (diff) |
Shadow mapping implementation draft
Does not work yet
Change-Id: Ic08c6b12fa5d5aa4f76ddef82fa81eab6982dd69
Change-Id: Ic08c6b12fa5d5aa4f76ddef82fa81eab6982dd69
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavis3d/engine/shaders/fragmentShadow')
-rw-r--r-- | src/datavis3d/engine/shaders/fragmentShadow | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/src/datavis3d/engine/shaders/fragmentShadow b/src/datavis3d/engine/shaders/fragmentShadow new file mode 100644 index 00000000..309c63fb --- /dev/null +++ b/src/datavis3d/engine/shaders/fragmentShadow @@ -0,0 +1,65 @@ +varying highp vec4 shadowCoord; +varying highp vec2 UV; +varying highp vec3 position_wrld; +varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; + +uniform highp float lightStrength; +uniform highp float ambientStrength; +uniform highp vec3 lightPosition_wrld; +uniform sampler2D textureSampler; +uniform sampler2DShadow shadowMap; + +//float random(vec3 seed, int i){ +// vec4 seed4 = vec4(seed,i); +// float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); +// return fract(sin(dot_product) * 43758.5453); +//} + +void main() { + highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb; + highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor; + highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0); + + highp vec3 n = normalize(normal_cmr); + highp vec3 l = normalize(lightDirection_cmr); + highp float cosTheta = dot(n, l); + if (cosTheta < 0.0) { cosTheta = 0.0; } + if (cosTheta > 1.0) { cosTheta = 1.0; } + + highp vec3 E = normalize(eyeDirection_cmr); + highp vec3 R = reflect(-l, n); + highp float cosAlpha = dot(E, R); + if (cosAlpha < 0.0) { cosAlpha = 0.0; } + if (cosAlpha > 1.0) { cosAlpha = 1.0; } + + highp float visibility = 1.0; + highp float bias = 0.005; + //highp bias = 0.005 * tan(acos(cosTheta)); + //if (bias < 0.0) { bias = 0.0; } + //if (bias > 0.01) { bias = 0.01; } + + //for (int i = 0; i < 4; i++) { + // use either : + // - Always the same samples. + // Gives a fixed pattern in the shadow, but no noise + //int index = i; + // - A random sample, based on the pixel's screen location. + // No banding, but the shadow moves with the camera, which looks weird. + // int index = int(16.0*random(gl_FragCoord.xyy, i))%16; + // - A random sample, based on the pixel's position in world space. + // The position is rounded to the millimeter to avoid too much aliasing + // int index = int(16.0*random(floor(Position_worldspace.xyz*1000.0), i))%16; + + // being fully in the shadow will eat up 4*0.2 = 0.8 + // 0.2 potentially remain, which is quite dark. + visibility -= 0.8 * (1.0 - shadow2D(shadowMap, vec3(shadowCoord.xy, (shadowCoord.z - bias) / shadowCoord.w)).r); + //} + + gl_FragColor.rgb = + materialAmbientColor + + visibility * materialDiffuseColor * lightStrength * cosTheta + + visibility * materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha); + gl_FragColor.a = 1.0; +} |