diff options
Diffstat (limited to 'src/engine/shaders/fragmentShadow')
-rw-r--r-- | src/engine/shaders/fragmentShadow | 70 |
1 files changed, 70 insertions, 0 deletions
diff --git a/src/engine/shaders/fragmentShadow b/src/engine/shaders/fragmentShadow new file mode 100644 index 00000000..2c3c2ded --- /dev/null +++ b/src/engine/shaders/fragmentShadow @@ -0,0 +1,70 @@ +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 sampler2D textureSampler; +//uniform sampler2DShadow shadowMap; // use with version 2 +uniform sampler2D shadowMap; // use with version 1 + +// Version 1: Use this to see the shadow map + +void main() { + float shadowFactor = 1.0; // default to '1' meaning "no shadow" + float epsilon = 0.1; // increase value to remove little artifacts + vec4 shadCoordsPD = shadowCoord / 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 { + float shadow = texture2D(shadowMap, shadCoordsPD.xy).x; + if (shadow + epsilon < shadCoordsPD.z) { + shadowFactor = 0.0; + } + } + // shadow is dark gray, other parts bright yellow + gl_FragColor = vec4(0.8, 0.8, 0.0, 1.0) * shadowFactor + vec4(0.2, 0.2, 0.2, 1.0); +} + +// Version 2: Use this normally +/* +void main() { + highp vec3 materialDiffuseColor = vec3(0.8, 0.8, 0.0);//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 float bias = 0.005 * tan(acos(cosTheta)); + //if (bias < 0.0) { bias = 0.0; } + //if (bias > 0.01) { bias = 0.01; } + + 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; +} +*/ |