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#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;
}