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-rw-r--r--src/datavis3d/engine/shaders/fragmentShadowNoTex147
1 files changed, 147 insertions, 0 deletions
diff --git a/src/datavis3d/engine/shaders/fragmentShadowNoTex b/src/datavis3d/engine/shaders/fragmentShadowNoTex
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+++ b/src/datavis3d/engine/shaders/fragmentShadowNoTex
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+#version 120
+//#version 130 // use with version 1
+
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp float shadowQuality;
+uniform highp vec3 color_mdl;
+uniform highp sampler2DShadow shadowMap; // use with version 2
+//uniform highp sampler2D shadowMap; // use with version 1
+
+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;
+
+const highp vec2 poissonDisk[16] = vec2[](vec2(-0.94201624, -0.39906216),
+ vec2(0.94558609, -0.76890725),
+ vec2(-0.094184101, -0.92938870),
+ vec2(0.34495938, 0.29387760),
+ vec2(-0.91588581, 0.45771432),
+ vec2(-0.81544232, -0.87912464),
+ vec2(-0.38277543, 0.27676845),
+ vec2(0.97484398, 0.75648379),
+ vec2(0.44323325, -0.97511554),
+ vec2(0.53742981, -0.47373420),
+ vec2(-0.26496911, -0.41893023),
+ vec2(0.79197514, 0.19090188),
+ vec2(-0.24188840, 0.99706507),
+ vec2(-0.81409955, 0.91437590),
+ vec2(0.19984126, 0.78641367),
+ vec2(0.14383161, -0.14100790));
+
+/*const highp vec2 poissonDisk[16] = vec2[](vec2(-0.25, -0.25),
+ vec2(0.25, -0.25),
+ vec2(-0.25, 0.25),
+ vec2(0.25, 0.25),
+ vec2(-0.5, -0.5),
+ vec2(0.5, -0.5),
+ vec2(-0.5, 0.5),
+ vec2(0.5, 0.5),
+ vec2(-0.75, -0.75),
+ vec2(0.75, -0.75),
+ vec2(-0.75, 0.75),
+ vec2(0.75, 0.75),
+ vec2(-1.0, -1.0),
+ vec2(1.0, -1.0),
+ vec2(-1.0, 1.0),
+ vec2(1.0, 1.0));*/
+
+/*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);
+}*/
+
+// Version 1: Causes self-shadowing, but shadows are smooth
+/*void main() {
+ float shadowFactor = 1.0; // default to '1' meaning "no shadow"
+ vec4 shadCoordsPD = shadowCoord;
+ shadCoordsPD.z += 0.005;
+ shadCoordsPD /= shadowCoord.w;
+ if (shadowCoord.w <= 0.0) { // ignore negative projection
+ shadowFactor = 1.0;
+ } else if (shadCoordsPD.x < 0.0 || shadCoordsPD.y < 0.0) { // outside light frustum, ignore
+ shadowFactor = 1.0;
+ } else if (shadCoordsPD.x >= 1.0 || shadCoordsPD.y >= 1.0) { // outside light frustum, ignore
+ shadowFactor = 1.0;
+ } else {
+ // This does not work perfectly. It causes self-shadowing, which we should get rid of.
+ // Requires at least #version 130
+ float shadow = 0.0;
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(0, 0));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(-1, 1));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(1, 1));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(-1, -1));
+ shadow += textureProjOffset(shadowMap, shadCoordsPD, ivec2(1, -1));
+ shadow *= 0.2;
+ shadowFactor = shadow;
+ }
+
+ highp vec3 materialDiffuseColor = color_mdl.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 = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+ // Shadow strength can be adjusted by using pow(shadowFactor, strength), but it causes self-shadowing issues that need to be solved
+ gl_FragColor.rgb =
+ shadowFactor * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 20));
+ gl_FragColor.a = 1.0;
+}*/
+
+// Version 2: Shadows are a bit rugged (may be fixed with poisson disk?)
+void main() {
+ highp vec3 materialDiffuseColor = color_mdl.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 = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+ highp float bias = 0.005 * tan(acos(cosTheta));
+ bias = clamp(bias, 0.0, 0.01);
+
+ vec4 shadCoords = shadowCoord;
+ shadCoords.z -= bias;
+ // adjust shadow strength by increasing the multiplier and lowering the addition (their sum must be 1)
+ // direct method; needs large shadow texture to look good
+ //highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25;
+ // poisson disk sampling; smoothes edges
+ highp float visibility = 0.2;
+ for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;
+ shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality;
+ visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+ // stratified poisson; produces noise but hides pixel edges well
+ /*for (int i = 0; i < 15; i++) {
+ vec4 shadCoordsPD = shadCoords;
+ int index = int(16.0 * random(gl_FragCoord.xyy, i));
+ shadCoordsPD.xy += poissonDisk[index] / 150.0;
+ visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r;
+ }
+ */
+
+ gl_FragColor.rgb =
+ visibility * (materialAmbientColor +
+ materialDiffuseColor * lightStrength * cosTheta +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10));
+ gl_FragColor.a = 1.0;
+}