summaryrefslogtreecommitdiffstats
path: root/src/datavisualization/engine/shaders/shadow.frag
diff options
context:
space:
mode:
Diffstat (limited to 'src/datavisualization/engine/shaders/shadow.frag')
-rw-r--r--src/datavisualization/engine/shaders/shadow.frag82
1 files changed, 82 insertions, 0 deletions
diff --git a/src/datavisualization/engine/shaders/shadow.frag b/src/datavisualization/engine/shaders/shadow.frag
new file mode 100644
index 00000000..5309b5bb
--- /dev/null
+++ b/src/datavisualization/engine/shaders/shadow.frag
@@ -0,0 +1,82 @@
+#version 120
+
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp float shadowQuality;
+uniform highp sampler2D textureSampler;
+uniform highp sampler2DShadow shadowMap;
+
+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;
+
+highp vec2 poissonDisk[16] = vec2[16](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));
+
+/*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(0.2, 0.2, 0.2);
+
+ 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 = 0.6;
+ 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 += 0.025 * 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 = texture2D(textureSampler, UV).a;
+}