From 3dafad59b97532e8e68c0b7abca796f3a9527a6e Mon Sep 17 00:00:00 2001 From: Heikkinen Miikka Date: Fri, 17 May 2013 12:21:40 +0300 Subject: Added datavis3d back under src MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Change-Id: I209e8b3228b2ce0085c897db6fb2ea78e93afa67 Reviewed-by: Tomi Korpipää --- src/datavis3d/engine/shaders/fragmentShadowNoTex | 147 +++++++++++++++++++++++ 1 file changed, 147 insertions(+) create mode 100644 src/datavis3d/engine/shaders/fragmentShadowNoTex (limited to 'src/datavis3d/engine/shaders/fragmentShadowNoTex') diff --git a/src/datavis3d/engine/shaders/fragmentShadowNoTex b/src/datavis3d/engine/shaders/fragmentShadowNoTex new file mode 100644 index 00000000..a08b6b40 --- /dev/null +++ b/src/datavis3d/engine/shaders/fragmentShadowNoTex @@ -0,0 +1,147 @@ +#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; +} -- cgit v1.2.3