[2876] | 1 | struct fragment
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| 2 | {
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| 3 | // normalized screen position
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| 4 | float4 pos: WPOS;
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| 5 | float4 texCoord: TEXCOORD0;
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| 6 | float3 view: COLOR0;
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| 7 | };
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| 8 |
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| 9 |
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| 10 | struct pixel
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| 11 | {
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| 12 | float4 color: COLOR0;
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| 13 | };
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| 14 |
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[2944] | 15 | #define NUM_SAMPLES 16
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[2876] | 16 |
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| 17 |
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[2944] | 18 | float2 myreflect(float2 pt, float2 n)
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| 19 | {
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| 20 | // distance to plane
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| 21 | float d = dot(n, pt);
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| 22 | // reflect around plane
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| 23 | float2 rpt = pt - d * 2.0f * n;
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| 24 |
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| 25 | return rpt;
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| 26 | }
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| 27 |
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| 28 |
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[2876] | 29 | /** function for standard deferred shading
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| 30 | */
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| 31 | float4 shade(fragment IN,
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| 32 | uniform float4 color,
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| 33 | uniform float4 position,
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| 34 | uniform float3 normal,
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[2952] | 35 | uniform float amb,
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| 36 | float3 lightDir)
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[2876] | 37 | {
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[2945] | 38 | /*
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[2876] | 39 | float4 lightDir2 = float4(-0.5f, 0.5f, 0.4f, 0.0f);
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[2945] | 40 | float3 light2 = normalize(lightDir2.xyz);
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| 41 | float diffuseLight2 = saturate(dot(normal, light2));
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| 42 | */
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[2954] | 43 | // diffuse intensity
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| 44 | const float angle = saturate(dot(normal, lightDir));
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| 45 |
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| 46 | float4 lightDiffuse = glstate.light[0].diffuse;
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| 47 | float4 diffuse = angle * lightDiffuse;
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[2876] | 48 |
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| 49 | // global ambient
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[2954] | 50 | const float4 ambient = glstate.light[0].ambient;
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| 51 |
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[2876] | 52 | return (ambient + diffuse) * color * (1.0f - amb) + amb * color;
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| 53 | }
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| 54 |
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| 55 |
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| 56 |
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| 57 | /** The mrt shader for standard rendering
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| 58 | */
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[2874] | 59 | pixel main(fragment IN,
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| 60 | uniform sampler2D colors,
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| 61 | uniform sampler2D positions,
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[2952] | 62 | uniform sampler2D normals,
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| 63 | uniform float3 lightDir
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[2874] | 64 | )
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| 65 | {
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| 66 | pixel OUT;
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| 67 |
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| 68 | float4 norm = tex2D(normals, IN.texCoord.xy);
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[2884] | 69 | float4 color = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
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[2874] | 70 | float4 position = tex2D(positions, IN.texCoord.xy);
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| 71 |
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| 72 | // an ambient color term
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| 73 | float amb = norm.w;
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| 74 |
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[2945] | 75 | float3 normal = normalize(norm.xyz);
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[2874] | 76 |
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[2952] | 77 | float4 col = shade(IN, color, position, normal, amb, lightDir);
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[2874] | 78 |
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| 79 | OUT.color = col;
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| 80 | OUT.color.w = color.w;
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| 81 |
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| 82 | return OUT;
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[2876] | 83 | }
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[2892] | 84 |
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[2944] | 85 |
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| 86 | float CalcShadowTerm(fragment IN,
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| 87 | uniform sampler2D shadowMap,
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| 88 | uniform float w,
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| 89 | uniform float2 lightSpacePos,
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[2952] | 90 | uniform float depth,
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[2944] | 91 | uniform float2 samples[NUM_SAMPLES],
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| 92 | uniform sampler2D noiseTexture
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| 93 | )
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| 94 | {
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[2954] | 95 | //float shadowDepth = tex2D(shadowMap, lightSpacePos).x;
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| 96 | //return step(depth, shadowDepth);
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[2944] | 97 |
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[2954] | 98 | float total_d = 0.0;
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| 99 |
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[2944] | 100 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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| 101 | {
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| 102 | const float2 offset = samples[i];
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| 103 |
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| 104 | #if 1
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| 105 | ////////////////////
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| 106 | //-- add random noise: reflect around random normal vector (warning: slow!)
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| 107 |
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| 108 | float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy).xy;
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| 109 | const float2 offsetTransformed = myreflect(offset, mynoise);
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| 110 | #else
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| 111 | const float2 offsetTransformed = offset;
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| 112 | #endif
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| 113 | // weight with projected coordinate to reach similar kernel size for near and far
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| 114 | float2 texcoord = lightSpacePos + offsetTransformed * w;
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| 115 |
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| 116 | float shadowDepth = tex2D(shadowMap, texcoord).x;
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| 117 |
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[2945] | 118 | total_d += step(depth, shadowDepth);
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[2944] | 119 | }
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| 120 |
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| 121 | total_d /= (float)NUM_SAMPLES;
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| 122 |
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| 123 | return total_d;
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| 124 | }
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| 125 |
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| 126 |
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[2892] | 127 | pixel main_shadow(fragment IN,
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| 128 | uniform sampler2D colors,
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| 129 | uniform sampler2D positions,
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| 130 | uniform sampler2D normals,
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| 131 | uniform sampler2D shadowMap,
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[2893] | 132 | uniform float4x4 shadowMatrix,
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[2895] | 133 | uniform float maxDepth,
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[2952] | 134 | uniform float sampleWidth,
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[2944] | 135 | uniform sampler2D noiseTexture,
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[2952] | 136 | uniform float2 samples[NUM_SAMPLES],
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| 137 | uniform float3 lightDir
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[2944] | 138 | )
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[2928] | 139 | {
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| 140 | pixel OUT;
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[2944] | 141 |
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| 142 | float4 norm = tex2D(normals, IN.texCoord.xy);
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| 143 | float4 color = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
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| 144 | float4 position = tex2D(positions, IN.texCoord.xy);
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[2945] | 145 |
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| 146 | const float3 normal = normalize(norm.xyz);
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[2952] | 147 |
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[2945] | 148 | // hack: an emmisive color term
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| 149 | float emmisive = norm.w;
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[2944] | 150 |
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[2945] | 151 | // diffuse intensity
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| 152 | const float angle = saturate(dot(normal, lightDir));
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[2954] | 153 | //float4 lightDiffuse = float4(1.0f, 1.0f, 0.9f, 1.0f);
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| 154 | float4 lightDiffuse = glstate.light[0].diffuse;
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| 155 | //float4(1.0f, 1.0f, 0.9f, 1.0f);
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[2944] | 156 |
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[2954] | 157 | float4 diffuse = lightDiffuse * angle;
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| 158 |
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[2945] | 159 | // calc diffuse illumination + shadow term
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| 160 | if ((emmisive < 0.95f) // hack: prevent shadowing the sky
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[2952] | 161 | && (angle > 1e-3f) // shadow only if diffuse color has some minimum intensity
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[2945] | 162 | )
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| 163 | {
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| 164 | position *= maxDepth;
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| 165 | position.w = 1.0f;
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[2944] | 166 |
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[2945] | 167 | float4 lightSpacePos = mul(shadowMatrix, position);
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| 168 | lightSpacePos /= lightSpacePos.w;
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[2944] | 169 |
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[2945] | 170 | float shadowTerm = CalcShadowTerm(IN, shadowMap, sampleWidth, lightSpacePos.xy, lightSpacePos.z, samples, noiseTexture);
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[2944] | 171 |
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[2945] | 172 | diffuse *= shadowTerm;
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[2944] | 173 | }
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[2945] | 174 |
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| 175 | // global ambient
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[2954] | 176 | //const float4 ambient = 0.25f;
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| 177 | const float4 ambient = glstate.light[0].ambient;
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[2944] | 178 |
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[2945] | 179 | // base lighting
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| 180 | OUT.color = (ambient + diffuse) * color * (1.0f - emmisive) + emmisive * color;
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| 181 |
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[2944] | 182 | // also write out depth component
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| 183 | OUT.color.w = color.w;
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| 184 |
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[2928] | 185 | return OUT;
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| 186 | }
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