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Support OpenGL 3 (#13321)
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10 changed files with 26 additions and 22 deletions
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@ -14,7 +14,7 @@ centroid varying vec2 varTexCoord;
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// smoothstep - squared
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float smstsq(float f)
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{
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f = f * f * (3 - 2 * f);
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f = f * f * (3. - 2. * f);
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return f;
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}
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@ -14,7 +14,7 @@ centroid varying vec2 varTexCoord;
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// smoothstep - squared
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float smstsq(float f)
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{
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f = f * f * (3 - 2 * f);
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f = f * f * (3. - 2. * f);
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return f;
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}
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@ -161,7 +161,7 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
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float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
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if (depth > 0.0 && f_normal_length > 0.0)
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// 5 is empirical factor that controls how fast shadow loses sharpness
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sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
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sharpness_factor = clamp(5.0 * depth * depth_to_blur, 0.0, 1.0);
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depth = 0.0;
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float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
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@ -242,7 +242,7 @@ void main(void)
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if (f_normal_length > 0.0) {
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nNormal = normalize(vNormal);
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cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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float sinLight = pow(1.0 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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xyPerspectiveBias1 / f_textureresolution;
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z_bias = 1.0 * sinLight / cosLight;
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@ -250,7 +250,7 @@ void main(void)
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else {
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nNormal = vec3(0.0);
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cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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float sinLight = pow(1.0 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.0;
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z_bias = 3.6e3 * sinLight / cosLight;
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}
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@ -147,7 +147,7 @@ void main(void)
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if (f_normal_length > 0.0) {
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nNormal = normalize(vNormal);
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cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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float sinLight = pow(1.0 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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xyPerspectiveBias1 / f_textureresolution;
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z_bias = 1e3 * sinLight / cosLight * (0.5 + f_textureresolution / 1024.0);
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@ -155,7 +155,7 @@ void main(void)
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else {
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nNormal = vec3(0.0);
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cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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float sinLight = pow(1.0 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.0;
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z_bias = 3.6e3 * sinLight / cosLight;
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}
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