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Shadow mapping render pass (#11244)

Co-authored-by: x2048 <codeforsmile@gmail.com>
This commit is contained in:
Liso 2021-06-06 18:51:21 +02:00 committed by GitHub
parent 46f42e15c4
commit c47313db65
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
35 changed files with 2624 additions and 38 deletions

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uniform sampler2D ColorMapSampler;
varying vec4 tPos;
void main()
{
vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
if (col.a < 0.70)
discard;
float depth = 0.5 + tPos.z * 0.5;
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
}

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uniform sampler2D ColorMapSampler;
varying vec4 tPos;
#ifdef COLORED_SHADOWS
// c_precision of 128 fits within 7 base-10 digits
const float c_precision = 128.0;
const float c_precisionp1 = c_precision + 1.0;
float packColor(vec3 color)
{
return floor(color.b * c_precision + 0.5)
+ floor(color.g * c_precision + 0.5) * c_precisionp1
+ floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
}
const vec3 black = vec3(0.0);
#endif
void main()
{
vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
#ifndef COLORED_SHADOWS
if (col.a < 0.5)
discard;
#endif
float depth = 0.5 + tPos.z * 0.5;
// ToDo: Liso: Apply movement on waving plants
// depth in [0, 1] for texture
//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
#ifdef COLORED_SHADOWS
float packedColor = packColor(mix(col.rgb, black, col.a));
gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
#else
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
#endif
}

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uniform mat4 LightMVP; // world matrix
varying vec4 tPos;
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
return shadowPosition;
}
void main()
{
vec4 pos = LightMVP * gl_Vertex;
tPos = getPerspectiveFactor(LightMVP * gl_Vertex);
gl_Position = vec4(tPos.xyz, 1.0);
gl_TexCoord[0].st = gl_MultiTexCoord0.st;
}

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uniform mat4 LightMVP; // world matrix
varying vec4 tPos;
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
return shadowPosition;
}
void main()
{
vec4 pos = LightMVP * gl_Vertex;
tPos = getPerspectiveFactor(pos);
gl_Position = vec4(tPos.xyz, 1.0);
gl_TexCoord[0].st = gl_MultiTexCoord0.st;
}

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uniform sampler2D ShadowMapClientMap;
#ifdef COLORED_SHADOWS
uniform sampler2D ShadowMapClientMapTraslucent;
#endif
uniform sampler2D ShadowMapSamplerdynamic;
void main() {
#ifdef COLORED_SHADOWS
vec2 first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).rg;
vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r, 0.0);
if (first_depth.r > depth_splitdynamics.r)
first_depth = depth_splitdynamics;
vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, gl_TexCoord[1].st).rg;
gl_FragColor = vec4(first_depth.r, first_depth.g, depth_color.r, depth_color.g);
#else
float first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).r;
float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r;
first_depth = min(first_depth, depth_splitdynamics);
gl_FragColor = vec4(first_depth, 0.0, 0.0, 1.0);
#endif
}

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void main()
{
vec4 uv = vec4(gl_Vertex.xyz, 1.0) * 0.5 + 0.5;
gl_TexCoord[0] = uv;
gl_TexCoord[1] = uv;
gl_TexCoord[2] = uv;
gl_Position = vec4(gl_Vertex.xyz, 1.0);
}