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#ifdef NO_SHADOW2DPROJ
#define SHADOWMAP sampler2D
#define SHADOWTEX texture2D
#define SHADCOORD(coord) coord.xy
#else
#define SHADOWMAP sampler2DShadow
#define SHADOWTEX shadow2D
#define SHADCOORD(coord) vec3(coord.xy,0.0)
#endif
//float shadowDepth = texture2DProj(tex, projCoord);
const float texSize = 1024.0;
const float pixSize = 1.0 / texSize;
const vec2 pixSize2 = vec2(pixSize);
float Shadow_DoShadowCompareOffset(in SHADOWMAP tex, vec4 projCoord, vec2 offset){
return step(projCoord.z, SHADOWTEX(tex, SHADCOORD(projCoord.xy + offset * pixSize2)).r);
}
float Shadow_DoShadowCompare(in SHADOWMAP tex, vec4 projCoord){
return step(projCoord.z, SHADOWTEX(tex, SHADCOORD(projCoord.xy)).r);
}
float Shadow_BorderCheck(in vec2 coord){
// Very slow method (uses 24 instructions)
//if (coord.x >= 1.0)
// return 1.0;
//else if (coord.x <= 0.0)
// return 1.0;
//else if (coord.y >= 1.0)
// return 1.0;
//else if (coord.y <= 0.0)
// return 1.0;
//else
// return 0.0;
// 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 shadow = 0.0;
vec2 o = mod(floor(gl_FragCoord.xy), 2.0);
shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, 1.5) + o);
shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, 1.5) + o);
shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2(-1.5, -0.5) + o);
shadow += Shadow_DoShadowCompareOffset(tex,projCoord,vec2( 0.5, -0.5) + o);
shadow *= 0.25 ;
return shadow;
}
float Shadow_DoBilinear(in SHADOWMAP tex, in vec4 projCoord){
const vec2 size = vec2(256.0);
const vec2 pixel = vec2(1.0) / vec2(256.0);
vec2 tc = projCoord.xy * size;
vec2 bl = fract(tc);
vec2 dn = floor(tc) * pixel;
vec2 up = dn + pixel;
vec4 coord = vec4(dn.xy, projCoord.zw);
float s_00 = Shadow_DoShadowCompare(tex, coord);
s_00 = clamp(s_00, 0.0, 1.0);
coord = vec4(up.x, dn.y, projCoord.zw);
float s_10 = Shadow_DoShadowCompare(tex, coord);
s_10 = clamp(s_10, 0.0, 1.0);
coord = vec4(dn.x, up.y, projCoord.zw);
float s_01 = Shadow_DoShadowCompare(tex, coord);
s_01 = clamp(s_01, 0.0, 1.0);
coord = vec4(up.xy, projCoord.zw);
float s_11 = Shadow_DoShadowCompare(tex, coord);
s_11 = clamp(s_11, 0.0, 1.0);
float xb0 = mix(s_00, s_10, clamp(bl.x, 0.0, 1.0));
float xb1 = mix(s_01, s_11, clamp(bl.x, 0.0, 1.0));
float yb = mix(xb0, xb1, clamp(bl.y, 0.0, 1.0));
return yb;
}
float Shadow_DoPCF_2x2(in SHADOWMAP tex, in vec4 projCoord){
float shadow = 0.0;
float x,y;
for (y = -1.5 ; y <=1.5 ; y+=1.0)
for (x = -1.5 ; x <=1.5 ; x+=1.0)
shadow += clamp(Shadow_DoShadowCompareOffset(tex,projCoord,vec2(x,y)) +
Shadow_BorderCheck(projCoord.xy),
0.0, 1.0);
shadow /= 16.0 ;
return shadow;
}
float Shadow_GetShadow(in SHADOWMAP tex, in vec4 projCoord){
return clamp(Shadow_DoDither_2x2(tex, projCoord) + Shadow_BorderCheck(projCoord.xy), 0.0, 1.0);
}
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