From 8d01dc0ecaa0745c23b31b6c62eb46c6dad22356 Mon Sep 17 00:00:00 2001 From: Mika Salmela Date: Thu, 7 Nov 2013 15:20:22 +0200 Subject: Shadow support for surface MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Task-number: QTRD-2266 Change-Id: I99fd7a6eda570df3d114ab10a1b07c22736cc86c Reviewed-by: Tomi Korpipää --- .../engine/shaders/surfaceShadowFlat.frag | 70 ++++++++++++++++++++++ 1 file changed, 70 insertions(+) create mode 100644 src/datavisualization/engine/shaders/surfaceShadowFlat.frag (limited to 'src/datavisualization/engine/shaders/surfaceShadowFlat.frag') diff --git a/src/datavisualization/engine/shaders/surfaceShadowFlat.frag b/src/datavisualization/engine/shaders/surfaceShadowFlat.frag new file mode 100644 index 00000000..a426b01e --- /dev/null +++ b/src/datavisualization/engine/shaders/surfaceShadowFlat.frag @@ -0,0 +1,70 @@ +#version 120 + +#extension GL_EXT_gpu_shader4 : require + +varying highp vec3 coords_mdl; +varying highp vec3 position_wrld; +flat varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; + +uniform highp sampler2DShadow shadowMap; +uniform sampler2D textureSampler; +varying highp vec4 shadowCoord; +uniform highp vec3 lightPosition_wrld; +uniform highp float lightStrength; +uniform highp float ambientStrength; +uniform highp float shadowQuality; + +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)); + +void main() { + highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.001) / 2.0); // 1000 pixel texture, we need a margin for 1/1000 rounding error + highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; + 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; + + 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; + } + + gl_FragColor.rgb = + visibility * (materialAmbientColor + + materialDiffuseColor * lightStrength * cosTheta + + materialSpecularColor * lightStrength * pow(cosAlpha, 10)); + gl_FragColor.a = 1.0; +} + -- cgit v1.2.3