75 lines
2.3 KiB
GLSL
75 lines
2.3 KiB
GLSL
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// Shadow mapping implementation
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struct ShadowParam
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{
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mat4 transform;
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vec2 uv_offset;
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vec2 uv_scale;
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};
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uniform sampler2DShadow uni_ShadowMap;
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uniform int uni_ShadowRegions;
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uniform ShadowParam uni_ShadowParam[4];
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// Projects world-space position into an array of shadow coordinates
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vec3[4] ProjectShadows(vec3 position)
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{
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vec3 result[4];
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for (int i = 0; i < uni_ShadowRegions; i++)
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{
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vec4 projected = uni_ShadowParam[i].transform * vec4(position, 1.0);
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result[i] = projected.xyz / projected.w;
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}
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return result;
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}
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// Calculates shadow based on array of shadow coordinates
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float CalculateShadow(vec3 projected[4])
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{
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for (int i = 0; i < uni_ShadowRegions; i++)
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{
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if (projected[i].x < 0.0 || projected[i].x > 1.0) continue;
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if (projected[i].y < 0.0 || projected[i].y > 1.0) continue;
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vec2 uv = projected[i].xy * uni_ShadowParam[i].uv_scale + uni_ShadowParam[i].uv_offset;
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float depth = projected[i].z;
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vec3 coord = vec3(uv, depth);
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/*
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float value = texture(uni_ShadowMap, coord);
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value += textureOffset(uni_ShadowMap, coord, ivec2( 1, 0));
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value += textureOffset(uni_ShadowMap, coord, ivec2(-1, 0));
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value += textureOffset(uni_ShadowMap, coord, ivec2( 0, 1));
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value += textureOffset(uni_ShadowMap, coord, ivec2( 0,-1));
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return value * (1.0f / 5.0f);
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// */
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return texture(uni_ShadowMap, coord);
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}
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return 1.0;
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}
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