[2966] | 1 | #include "../shaderenv.h"
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| 2 |
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| 3 |
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[2876] | 4 | struct fragment
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| 5 | {
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| 6 | // normalized screen position
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| 7 | float4 pos: WPOS;
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| 8 | float4 texCoord: TEXCOORD0;
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| 9 | float3 view: COLOR0;
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| 10 | };
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| 11 |
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| 12 |
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| 13 | struct pixel
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| 14 | {
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| 15 | float4 color: COLOR0;
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| 16 | };
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| 17 |
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| 18 |
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[2944] | 19 | float2 myreflect(float2 pt, float2 n)
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| 20 | {
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| 21 | // distance to plane
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| 22 | float d = dot(n, pt);
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| 23 | // reflect around plane
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| 24 | float2 rpt = pt - d * 2.0f * n;
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| 25 |
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| 26 | return rpt;
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| 27 | }
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| 28 |
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| 29 |
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[2876] | 30 | /** function for standard deferred shading
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| 31 | */
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| 32 | float4 shade(fragment IN,
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| 33 | uniform float4 color,
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| 34 | uniform float4 position,
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| 35 | uniform float3 normal,
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[2959] | 36 | uniform float emmisive,
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[2952] | 37 | float3 lightDir)
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[2876] | 38 | {
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[2954] | 39 | // diffuse intensity
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| 40 | const float angle = saturate(dot(normal, lightDir));
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| 41 |
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| 42 | float4 lightDiffuse = glstate.light[0].diffuse;
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| 43 | float4 diffuse = angle * lightDiffuse;
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[2876] | 44 |
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| 45 | // global ambient
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[2954] | 46 | const float4 ambient = glstate.light[0].ambient;
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| 47 |
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[2968] | 48 | float4 outColor;
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[2967] | 49 |
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[2984] | 50 | if (position.w > 1e19f) outColor = color;
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| 51 | //if (emmisive > 1.5f) outColor = color;
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[2974] | 52 | else outColor = (ambient + diffuse) * color;
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[2968] | 53 |
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| 54 | return outColor;
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[2967] | 55 | //return saturate((((ambient + diffuse)) * (1.0f - emmisive) + emmisive) * color);
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[2876] | 56 | }
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| 57 |
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| 58 |
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| 59 |
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| 60 | /** The mrt shader for standard rendering
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| 61 | */
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[2874] | 62 | pixel main(fragment IN,
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| 63 | uniform sampler2D colors,
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| 64 | uniform sampler2D positions,
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[2952] | 65 | uniform sampler2D normals,
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[2991] | 66 | uniform float3 lightDir
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| 67 | //, uniform sampler2D oldColors
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[2874] | 68 | )
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| 69 | {
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| 70 | pixel OUT;
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| 71 |
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| 72 | float4 norm = tex2D(normals, IN.texCoord.xy);
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[2884] | 73 | float4 color = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
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[2874] | 74 | float4 position = tex2D(positions, IN.texCoord.xy);
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| 75 |
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| 76 | // an ambient color term
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[2974] | 77 | float amb = color.w;
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[2945] | 78 | float3 normal = normalize(norm.xyz);
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[2952] | 79 | float4 col = shade(IN, color, position, normal, amb, lightDir);
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[2874] | 80 |
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| 81 | OUT.color = col;
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[2986] | 82 |
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[2992] | 83 | #if 1
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[2985] | 84 |
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[2986] | 85 | OUT.color.w = color.w;
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[2985] | 86 |
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[2986] | 87 | #else
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| 88 |
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[2975] | 89 | ////////////
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| 90 | //-- write out logaritmic luminance for tone mapping
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[2986] | 91 |
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[2991] | 92 | // the old loglum is stored in the hightest mipmap-level
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| 93 | float oldLogLum = tex2Dlod(colors, float4(IN.texCoord.xy, 0, MAX_LOD_LEVEL)).w;
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[2976] | 94 |
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[2974] | 95 | const float3 w = float3(0.299f, 0.587f, 0.114f);
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| 96 |
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| 97 | float lum = dot(OUT.color.rgb, w);
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| 98 | float logLum = log(1e-5f + lum);
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| 99 |
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[2975] | 100 | float logLumOffset = MINLOGLUM * INV_LOGLUM_RANGE;
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| 101 | float logLumScaled = logLum * INV_LOGLUM_RANGE - logLumOffset;
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[2974] | 102 |
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[2991] | 103 | if (oldLogLum > 0)
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| 104 | OUT.color.w = lerp(oldLogLum, logLumScaled, 0.1f);
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[2977] | 105 | else
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| 106 | OUT.color.w = logLumScaled;
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[2986] | 107 |
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| 108 | #endif
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| 109 |
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[2874] | 110 | return OUT;
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[2876] | 111 | }
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[2892] | 112 |
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[2944] | 113 |
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| 114 | float CalcShadowTerm(fragment IN,
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| 115 | uniform sampler2D shadowMap,
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| 116 | uniform float w,
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| 117 | uniform float2 lightSpacePos,
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[2952] | 118 | uniform float depth,
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[2966] | 119 | uniform float2 samples[NUM_PCF_TABS],
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[2944] | 120 | uniform sampler2D noiseTexture
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| 121 | )
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| 122 | {
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[2954] | 123 | //float shadowDepth = tex2D(shadowMap, lightSpacePos).x;
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| 124 | //return step(depth, shadowDepth);
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[2944] | 125 |
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[2954] | 126 | float total_d = 0.0;
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| 127 |
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[2966] | 128 | for (int i = 0; i < NUM_PCF_TABS; ++ i)
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[2944] | 129 | {
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| 130 | const float2 offset = samples[i];
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| 131 |
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| 132 | #if 1
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| 133 | ////////////////////
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| 134 | //-- add random noise: reflect around random normal vector (warning: slow!)
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| 135 |
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| 136 | float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy).xy;
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| 137 | const float2 offsetTransformed = myreflect(offset, mynoise);
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| 138 | #else
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| 139 | const float2 offsetTransformed = offset;
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| 140 | #endif
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| 141 | // weight with projected coordinate to reach similar kernel size for near and far
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| 142 | float2 texcoord = lightSpacePos + offsetTransformed * w;
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| 143 |
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| 144 | float shadowDepth = tex2D(shadowMap, texcoord).x;
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| 145 |
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[2945] | 146 | total_d += step(depth, shadowDepth);
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[2944] | 147 | }
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| 148 |
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[2968] | 149 | total_d /= (float)NUM_PCF_TABS;
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[2944] | 150 |
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| 151 | return total_d;
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| 152 | }
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| 153 |
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| 154 |
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[2892] | 155 | pixel main_shadow(fragment IN,
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| 156 | uniform sampler2D colors,
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| 157 | uniform sampler2D positions,
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| 158 | uniform sampler2D normals,
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| 159 | uniform sampler2D shadowMap,
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[2893] | 160 | uniform float4x4 shadowMatrix,
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[2895] | 161 | uniform float maxDepth,
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[2952] | 162 | uniform float sampleWidth,
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[2944] | 163 | uniform sampler2D noiseTexture,
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[2966] | 164 | uniform float2 samples[NUM_PCF_TABS],
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[2991] | 165 | uniform float3 lightDir
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| 166 | //, uniform sampler2D oldColors
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[2944] | 167 | )
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[2928] | 168 | {
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| 169 | pixel OUT;
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[2944] | 170 |
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| 171 | float4 norm = tex2D(normals, IN.texCoord.xy);
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| 172 | float4 color = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
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| 173 | float4 position = tex2D(positions, IN.texCoord.xy);
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[2945] | 174 |
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| 175 | const float3 normal = normalize(norm.xyz);
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[2952] | 176 |
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[2945] | 177 | // hack: an emmisive color term
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[2974] | 178 | float emmisive = color.w;
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[2944] | 179 |
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[2945] | 180 | // diffuse intensity
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| 181 | const float angle = saturate(dot(normal, lightDir));
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[2954] | 182 | //float4 lightDiffuse = float4(1.0f, 1.0f, 0.9f, 1.0f);
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[2959] | 183 | const float4 lightDiffuse = glstate.light[0].diffuse;
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[2954] | 184 | //float4(1.0f, 1.0f, 0.9f, 1.0f);
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[2944] | 185 |
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[2954] | 186 | float4 diffuse = lightDiffuse * angle;
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| 187 |
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[2945] | 188 | // calc diffuse illumination + shadow term
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[2984] | 189 | //if ((emmisive < 1.5f) // hack: prevent shadowing the sky
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| 190 | if (
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[2991] | 191 | (position.w < 1e19f)
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[2952] | 192 | && (angle > 1e-3f) // shadow only if diffuse color has some minimum intensity
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[2945] | 193 | )
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| 194 | {
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| 195 | position *= maxDepth;
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| 196 | position.w = 1.0f;
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[2944] | 197 |
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[2945] | 198 | float4 lightSpacePos = mul(shadowMatrix, position);
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| 199 | lightSpacePos /= lightSpacePos.w;
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[2944] | 200 |
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[2945] | 201 | float shadowTerm = CalcShadowTerm(IN, shadowMap, sampleWidth, lightSpacePos.xy, lightSpacePos.z, samples, noiseTexture);
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[2944] | 202 |
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[2945] | 203 | diffuse *= shadowTerm;
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[2944] | 204 | }
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[2945] | 205 |
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[2974] | 206 | // light ambient term
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[2954] | 207 | const float4 ambient = glstate.light[0].ambient;
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[2944] | 208 |
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[2945] | 209 | // base lighting
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[2984] | 210 | //OUT.color = (emmisive > 1.5f) ? color: (ambient + diffuse) * color;
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| 211 | OUT.color = (position.w > 1e19f) ? color: (ambient + diffuse) * color;
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[2945] | 212 |
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[2978] | 213 |
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[2975] | 214 | ////////////
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| 215 | //-- write out logaritmic luminance for tone mapping
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| 216 |
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[2992] | 217 | #if 1
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[2991] | 218 | OUT.color.w = color.w;
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| 219 | #else
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| 220 |
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| 221 | float oldLogLum = tex2Dlod(colors, float4(IN.texCoord.xy, 0, MAX_LOD_LEVEL)).w;
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| 222 |
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[2974] | 223 | const float3 w = float3(0.299f, 0.587f, 0.114f);
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[2944] | 224 |
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[2974] | 225 | float lum = dot(OUT.color.rgb, w);
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| 226 | float logLum = log(1e-5f + lum);
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| 227 |
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[2975] | 228 | float logLumOffset = MINLOGLUM * INV_LOGLUM_RANGE;
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| 229 | float logLumScaled = logLum * INV_LOGLUM_RANGE - logLumOffset;
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| 230 |
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[2991] | 231 | if (oldLogLum > 0)
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| 232 | OUT.color.w = lerp(oldLogLum, logLumScaled, 0.1f);
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[2978] | 233 | else
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| 234 | OUT.color.w = logLumScaled;
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[2991] | 235 | #endif
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[2928] | 236 | return OUT;
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| 237 | }
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[2965] | 238 |
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