[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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[3009] | 8 | float2 texCoord: TEXCOORD0;
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| 9 | float3 view: TEXCOORD1;
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[2876] | 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 float3 normal,
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[2959] | 35 | uniform float emmisive,
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[2952] | 36 | float3 lightDir)
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[2876] | 37 | {
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[2954] | 38 | // diffuse intensity
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| 39 | const float angle = saturate(dot(normal, lightDir));
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| 40 |
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| 41 | float4 lightDiffuse = glstate.light[0].diffuse;
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| 42 | float4 diffuse = angle * lightDiffuse;
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[2876] | 43 |
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| 44 | // global ambient
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[2954] | 45 | const float4 ambient = glstate.light[0].ambient;
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| 46 |
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[2968] | 47 | float4 outColor;
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[2967] | 48 |
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[3005] | 49 | // hack: prevent shading the sky
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[3009] | 50 | if (color.w > 1e19f) outColor = color;
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[2984] | 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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[2876] | 55 | }
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| 56 |
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| 57 |
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| 58 |
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| 59 | /** The mrt shader for standard rendering
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| 60 | */
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[2874] | 61 | pixel main(fragment IN,
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| 62 | uniform sampler2D colors,
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| 63 | uniform sampler2D positions,
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[2952] | 64 | uniform sampler2D normals,
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[2991] | 65 | uniform float3 lightDir
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[2874] | 66 | )
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| 67 | {
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| 68 | pixel OUT;
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| 69 |
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[3009] | 70 | float4 norm = tex2D(normals, IN.texCoord);
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| 71 | float4 color = tex2Dlod(colors, float4(IN.texCoord, 0, 0));
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| 72 |
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[2874] | 73 |
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| 74 | // an ambient color term
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[2974] | 75 | float amb = color.w;
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[2945] | 76 | float3 normal = normalize(norm.xyz);
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[3009] | 77 | float4 col = shade(IN, color, normal, amb, lightDir);
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[2874] | 78 |
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| 79 | OUT.color = col;
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[2985] | 80 |
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[3018] | 81 | // store scaled view vector from now on so wie don't have to normalize for e.g., ssao
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| 82 | float3 viewDir = IN.view;
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| 83 | const float lenView = length(viewDir);
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| 84 |
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| 85 | OUT.color.w = color.w / lenView;
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| 86 |
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[2874] | 87 | return OUT;
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[2876] | 88 | }
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[2892] | 89 |
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[2944] | 90 |
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| 91 | float CalcShadowTerm(fragment IN,
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| 92 | uniform sampler2D shadowMap,
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[3025] | 93 | uniform float scale,
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[2944] | 94 | uniform float2 lightSpacePos,
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[2952] | 95 | uniform float depth,
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[2966] | 96 | uniform float2 samples[NUM_PCF_TABS],
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[3025] | 97 | uniform float weights[NUM_PCF_TABS],
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[2944] | 98 | uniform sampler2D noiseTexture
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| 99 | )
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| 100 | {
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[2954] | 101 | //float shadowDepth = tex2D(shadowMap, lightSpacePos).x;
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| 102 | //return step(depth, shadowDepth);
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[2944] | 103 |
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[3025] | 104 | float total_d = .0f;
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| 105 | float total_w = .0f;
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| 106 |
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[2966] | 107 | for (int i = 0; i < NUM_PCF_TABS; ++ i)
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[2944] | 108 | {
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| 109 | const float2 offset = samples[i];
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[3025] | 110 | const float w = weights[i];
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[2944] | 111 |
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| 112 | #if 1
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| 113 | ////////////////////
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| 114 | //-- add random noise: reflect around random normal vector (warning: slow!)
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| 115 |
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[3009] | 116 | float2 mynoise = tex2D(noiseTexture, IN.texCoord).xy;
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[2944] | 117 | const float2 offsetTransformed = myreflect(offset, mynoise);
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| 118 | #else
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| 119 | const float2 offsetTransformed = offset;
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| 120 | #endif
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| 121 | // weight with projected coordinate to reach similar kernel size for near and far
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[3025] | 122 | float2 texcoord = lightSpacePos + offsetTransformed * scale;
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[2944] | 123 |
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| 124 | float shadowDepth = tex2D(shadowMap, texcoord).x;
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| 125 |
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[3025] | 126 | total_d += w * step(depth, shadowDepth);
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| 127 | total_w += w;
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[2944] | 128 | }
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| 129 |
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[3025] | 130 | total_d /= (float)total_w;
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[2944] | 131 |
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| 132 | return total_d;
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| 133 | }
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| 134 |
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[3025] | 135 |
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[3009] | 136 | inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
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| 137 | {
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| 138 | float3 x1 = lerp(bl, tl, w.y);
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| 139 | float3 x2 = lerp(br, tr, w.y);
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| 140 | float3 v = lerp(x1, x2, w.x);
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[2944] | 141 |
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[3009] | 142 | return v;
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| 143 | }
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| 144 |
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| 145 |
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[2892] | 146 | pixel main_shadow(fragment IN,
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| 147 | uniform sampler2D colors,
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| 148 | uniform sampler2D positions,
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| 149 | uniform sampler2D normals,
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| 150 | uniform sampler2D shadowMap,
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[2893] | 151 | uniform float4x4 shadowMatrix,
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[2952] | 152 | uniform float sampleWidth,
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[2944] | 153 | uniform sampler2D noiseTexture,
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[2966] | 154 | uniform float2 samples[NUM_PCF_TABS],
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[3024] | 155 | uniform float weights[NUM_PCF_TABS],
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[3009] | 156 | uniform float3 lightDir,
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| 157 | uniform float3 eyePos,
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| 158 | uniform float3 bl,
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| 159 | uniform float3 br,
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| 160 | uniform float3 tl,
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| 161 | uniform float3 tr
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[2944] | 162 | )
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[2928] | 163 | {
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| 164 | pixel OUT;
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[2944] | 165 |
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| 166 | float4 norm = tex2D(normals, IN.texCoord.xy);
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[2945] | 167 | const float3 normal = normalize(norm.xyz);
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[2944] | 168 |
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[3009] | 169 | float4 color = tex2Dlod(colors, float4(IN.texCoord, 0, 0));
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| 170 |
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| 171 | /// reconstruct position from the eye space depth
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| 172 | float3 viewDir = IN.view;
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[3018] | 173 | const float lenView = length(viewDir);
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| 174 | viewDir /= lenView;
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| 175 |
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[3009] | 176 | const float eyeDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
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| 177 |
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| 178 | float4 position;
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| 179 | position.xyz = eyePos - viewDir * eyeDepth;
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| 180 |
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| 181 |
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[2945] | 182 | // diffuse intensity
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| 183 | const float angle = saturate(dot(normal, lightDir));
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[2959] | 184 | const float4 lightDiffuse = glstate.light[0].diffuse;
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[3017] | 185 |
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[2954] | 186 | float4 diffuse = lightDiffuse * angle;
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| 187 |
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[3009] | 188 | // hack: prevent shadowing the sky
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| 189 | const bool useShading = (color.w < 1e19f);
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| 190 |
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[2945] | 191 | // calc diffuse illumination + shadow term
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[3009] | 192 | if (useShading &&
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| 193 | (angle > 1e-3f) // shadow only if diffuse color has some minimum intensity
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[2945] | 194 | )
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| 195 | {
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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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[3024] | 201 | float shadowTerm = CalcShadowTerm(IN, shadowMap, sampleWidth, lightSpacePos.xy, lightSpacePos.z, samples, weights, noiseTexture);
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[3025] | 202 | //float shadowTerm = CalcShadowTerm(IN, shadowMap, sampleWidth, lightSpacePos.xy, lightSpacePos.z, samples, noiseTexture);
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[2944] | 203 |
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[2945] | 204 | diffuse *= shadowTerm;
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[2944] | 205 | }
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[2945] | 206 |
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[2974] | 207 | // light ambient term
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[2954] | 208 | const float4 ambient = glstate.light[0].ambient;
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[3009] | 209 | // compute shading
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| 210 | OUT.color = useShading ? (ambient + diffuse) * color : color;
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[2945] | 211 |
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[3018] | 212 | // store scaled view vector from now on so wie don't have to normalize for e.g., ssao
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| 213 | OUT.color.w = color.w / lenView;
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[2991] | 214 |
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[2928] | 215 | return OUT;
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| 216 | }
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[2965] | 217 |
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