diff options
Diffstat (limited to 'src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag')
-rw-r--r-- | src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag new file mode 100644 index 00000000..515bf271 --- /dev/null +++ b/src/datavisualization/engine/shaders/shadowNoTexColorOnY.frag @@ -0,0 +1,82 @@ +#version 120 + +uniform highp float lightStrength; +uniform highp float ambientStrength; +uniform highp float shadowQuality; +uniform highp vec3 color_mdl; +uniform highp sampler2DShadow shadowMap; + +varying highp vec4 shadowCoord; +varying highp vec3 position_wrld; +varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; +varying highp vec2 coords_mdl; + +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 float heightMod = coords_mdl.y + (1.0 - ambientStrength); + highp vec3 materialDiffuseColor = heightMod * color_mdl; + 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 = 0.6; + 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; + } + /*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.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0); + gl_FragColor.a = 1.0; +} |