From 3bceee24fb41c80d9f763a7445dae969209df85c Mon Sep 17 00:00:00 2001 From: "Sha..om" Date: Sat, 4 Feb 2012 05:17:45 +0000 Subject: [PATCH] * Fixed syntax error due to implicit float -> vec3 conversion in PostShadowPSSM15.frag git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9134 75d07b2b-3a1a-0410-a2c5-0572b91ccdca --- .../MatDefs/Shadow/PostShadowPSSM15.frag | 278 +++++++++--------- 1 file changed, 139 insertions(+), 139 deletions(-) diff --git a/engine/src/core-data/Common/MatDefs/Shadow/PostShadowPSSM15.frag b/engine/src/core-data/Common/MatDefs/Shadow/PostShadowPSSM15.frag index 393a2b1fb..0dc1ddfde 100644 --- a/engine/src/core-data/Common/MatDefs/Shadow/PostShadowPSSM15.frag +++ b/engine/src/core-data/Common/MatDefs/Shadow/PostShadowPSSM15.frag @@ -1,139 +1,139 @@ -// Because gpu_shader5 is actually where those -// gather functions are declared to work on shadowmaps -#extension GL_ARB_gpu_shader5 : enable - -#ifdef HARDWARE_SHADOWS - #define SHADOWMAP sampler2DShadow - #define SHADOWCOMPAREOFFSET(tex,coord,offset) textureProjOffset(tex, coord, offset) - #define SHADOWCOMPARE(tex,coord) textureProj(tex, coord) - #define SHADOWGATHER(tex,coord) textureGather(tex, coord.xy, coord.z) -#else - #define SHADOWMAP sampler2D - #define SHADOWCOMPAREOFFSET(tex,coord,offset) step(coord.z, textureProjOffset(tex, coord, offset).r) - #define SHADOWCOMPARE(tex,coord) step(coord.z, textureProj(tex, coord).r) - #define SHADOWGATHER(tex,coord) step(coord.z, textureGather(tex, coord.xy)) -#endif - - -#if FILTER_MODE == 0 - #define GETSHADOW SHADOWCOMPARE - #define KERNEL 1 -#elif FILTER_MODE == 1 - #ifdef HARDWARE_SHADOWS - #define GETSHADOW SHADOWCOMPARE - #else - #define GETSHADOW Shadow_DoBilinear_2x2 - #endif - #define KERNEL 1 -#elif FILTER_MODE == 2 - #define GETSHADOW Shadow_DoDither_2x2 - #define KERNEL 1 -#elif FILTER_MODE == 3 - #define GETSHADOW Shadow_DoPCF - #define KERNEL 4 -#elif FILTER_MODE == 4 - #define GETSHADOW Shadow_DoPCF - #define KERNEL 8 -#endif - -out vec4 outFragColor; - -uniform SHADOWMAP m_ShadowMap0; -uniform SHADOWMAP m_ShadowMap1; -uniform SHADOWMAP m_ShadowMap2; -uniform SHADOWMAP m_ShadowMap3; - -uniform vec4 m_Splits; -uniform float m_ShadowIntensity; - -in vec4 projCoord0; -in vec4 projCoord1; -in vec4 projCoord2; -in vec4 projCoord3; -in float shadowPosition; - -float Shadow_BorderCheck(in vec2 coord){ - // Fastest, "hack" method (uses 4-5 instructions) - vec4 t = vec4(coord.xy, 0.0, 1.0); - t = step(t.wwxy, t.xyzz); - return dot(t,t); -} - -float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){ - float border = Shadow_BorderCheck(projCoord.xy); - if (border > 0.0) - return 1.0; - - ivec2 texSize = textureSize(tex, 0); - vec2 pixSize = 1.0 / vec2(texSize); - - float shadow = 0.0; - ivec2 o = ivec2(mod(floor(gl_FragCoord.xy), 2.0)); - shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, 1.5)+o), projCoord.zw)); - shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, 1.5)+o), projCoord.zw)); - shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, -0.5)+o), projCoord.zw)); - shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, -0.5)+o), projCoord.zw)); - shadow *= 0.25; - return shadow; -} - -float Shadow_DoBilinear_2x2(in SHADOWMAP tex, in vec4 projCoord){ - float border = Shadow_BorderCheck(projCoord.xy); - if (border > 0.0) - return 1.0; - - ivec2 texSize = textureSize(tex, 0); - #ifdef GL_ARB_gpu_shader5 - vec4 coord = vec4(projCoord.xyz / projCoord.w,0.0); - vec4 gather = SHADOWGATHER(tex, coord); - #else - vec4 gather = vec4(0.0); - gather.x = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 0)); - gather.y = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 0)); - gather.z = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 1)); - gather.w = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 1)); - #endif - - vec2 f = fract( projCoord.xy * texSize ); - vec2 mx = mix( gather.xz, gather.yw, f.x ); - return mix( mx.x, mx.y, f.y ); -} - -float Shadow_DoPCF(in SHADOWMAP tex, in vec4 projCoord){ - float pixSize = 1.0 / textureSize(tex,0).x; - - float shadow = 0.0; - float border = Shadow_BorderCheck(projCoord.xy); - if (border > 0.0) - return 1.0; - - float bound = KERNEL * 0.5 - 0.5; - bound *= PCFEDGE; - for (float y = -bound; y <= bound; y += PCFEDGE){ - for (float x = -bound; x <= bound; x += PCFEDGE){ - vec4 coord = vec4(projCoord.xy + vec2(x,y) * pixSize, projCoord.zw); - shadow += SHADOWCOMPARE(tex, coord); - } - } - - shadow = shadow / (KERNEL * KERNEL); - return shadow; -} - -void main(){ - float shadow = 0.0; - - if(shadowPosition < m_Splits.x){ - shadow = GETSHADOW(m_ShadowMap0, projCoord0); - }else if( shadowPosition < m_Splits.y){ - shadow = GETSHADOW(m_ShadowMap1, projCoord1); - }else if( shadowPosition < m_Splits.z){ - shadow = GETSHADOW(m_ShadowMap2, projCoord2); - }else if( shadowPosition < m_Splits.w){ - shadow = GETSHADOW(m_ShadowMap3, projCoord3); - } - - shadow = shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity); - outFragColor = vec4(shadow, shadow, shadow, 1.0); -} - +// Because gpu_shader5 is actually where those +// gather functions are declared to work on shadowmaps +#extension GL_ARB_gpu_shader5 : enable + +#ifdef HARDWARE_SHADOWS + #define SHADOWMAP sampler2DShadow + #define SHADOWCOMPAREOFFSET(tex,coord,offset) textureProjOffset(tex, coord, offset) + #define SHADOWCOMPARE(tex,coord) textureProj(tex, coord) + #define SHADOWGATHER(tex,coord) textureGather(tex, coord.xy, coord.z) +#else + #define SHADOWMAP sampler2D + #define SHADOWCOMPAREOFFSET(tex,coord,offset) step(coord.z, textureProjOffset(tex, coord, offset).r) + #define SHADOWCOMPARE(tex,coord) step(coord.z, textureProj(tex, coord).r) + #define SHADOWGATHER(tex,coord) step(coord.z, textureGather(tex, coord.xy)) +#endif + + +#if FILTER_MODE == 0 + #define GETSHADOW SHADOWCOMPARE + #define KERNEL 1 +#elif FILTER_MODE == 1 + #ifdef HARDWARE_SHADOWS + #define GETSHADOW SHADOWCOMPARE + #else + #define GETSHADOW Shadow_DoBilinear_2x2 + #endif + #define KERNEL 1 +#elif FILTER_MODE == 2 + #define GETSHADOW Shadow_DoDither_2x2 + #define KERNEL 1 +#elif FILTER_MODE == 3 + #define GETSHADOW Shadow_DoPCF + #define KERNEL 4 +#elif FILTER_MODE == 4 + #define GETSHADOW Shadow_DoPCF + #define KERNEL 8 +#endif + +out vec4 outFragColor; + +uniform SHADOWMAP m_ShadowMap0; +uniform SHADOWMAP m_ShadowMap1; +uniform SHADOWMAP m_ShadowMap2; +uniform SHADOWMAP m_ShadowMap3; + +uniform vec4 m_Splits; +uniform float m_ShadowIntensity; + +in vec4 projCoord0; +in vec4 projCoord1; +in vec4 projCoord2; +in vec4 projCoord3; +in float shadowPosition; + +float Shadow_BorderCheck(in vec2 coord){ + // Fastest, "hack" method (uses 4-5 instructions) + vec4 t = vec4(coord.xy, 0.0, 1.0); + t = step(t.wwxy, t.xyzz); + return dot(t,t); +} + +float Shadow_DoDither_2x2(in SHADOWMAP tex, in vec4 projCoord){ + float border = Shadow_BorderCheck(projCoord.xy); + if (border > 0.0) + return 1.0; + + ivec2 texSize = textureSize(tex, 0); + vec2 pixSize = 1.0 / vec2(texSize); + + float shadow = 0.0; + ivec2 o = ivec2(mod(floor(gl_FragCoord.xy), 2.0)); + shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, 1.5)+o), projCoord.zw)); + shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, 1.5)+o), projCoord.zw)); + shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2(-1.5, -0.5)+o), projCoord.zw)); + shadow += SHADOWCOMPARE(tex, vec4(projCoord.xy+pixSize*(vec2( 0.5, -0.5)+o), projCoord.zw)); + shadow *= 0.25; + return shadow; +} + +float Shadow_DoBilinear_2x2(in SHADOWMAP tex, in vec4 projCoord){ + float border = Shadow_BorderCheck(projCoord.xy); + if (border > 0.0) + return 1.0; + + ivec2 texSize = textureSize(tex, 0); + #ifdef GL_ARB_gpu_shader5 + vec4 coord = vec4(projCoord.xyz / projCoord.www,0.0); + vec4 gather = SHADOWGATHER(tex, coord); + #else + vec4 gather = vec4(0.0); + gather.x = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 0)); + gather.y = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 0)); + gather.z = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(0, 1)); + gather.w = SHADOWCOMPAREOFFSET(tex, projCoord, ivec2(1, 1)); + #endif + + vec2 f = fract( projCoord.xy * texSize ); + vec2 mx = mix( gather.xz, gather.yw, f.x ); + return mix( mx.x, mx.y, f.y ); +} + +float Shadow_DoPCF(in SHADOWMAP tex, in vec4 projCoord){ + float pixSize = 1.0 / textureSize(tex,0).x; + + float shadow = 0.0; + float border = Shadow_BorderCheck(projCoord.xy); + if (border > 0.0) + return 1.0; + + float bound = KERNEL * 0.5 - 0.5; + bound *= PCFEDGE; + for (float y = -bound; y <= bound; y += PCFEDGE){ + for (float x = -bound; x <= bound; x += PCFEDGE){ + vec4 coord = vec4(projCoord.xy + vec2(x,y) * pixSize, projCoord.zw); + shadow += SHADOWCOMPARE(tex, coord); + } + } + + shadow = shadow / (KERNEL * KERNEL); + return shadow; +} + +void main(){ + float shadow = 0.0; + + if(shadowPosition < m_Splits.x){ + shadow = GETSHADOW(m_ShadowMap0, projCoord0); + }else if( shadowPosition < m_Splits.y){ + shadow = GETSHADOW(m_ShadowMap1, projCoord1); + }else if( shadowPosition < m_Splits.z){ + shadow = GETSHADOW(m_ShadowMap2, projCoord2); + }else if( shadowPosition < m_Splits.w){ + shadow = GETSHADOW(m_ShadowMap3, projCoord3); + } + + shadow = shadow * m_ShadowIntensity + (1.0 - m_ShadowIntensity); + outFragColor = vec4(shadow, shadow, shadow, 1.0); +} +