assets.shaders.extrusion_shadow_ground.glsl Maven / Gradle / Ivy
#ifdef GLES
precision highp float;
#endif
attribute vec4 a_pos;
uniform mat4 u_mvp;
uniform mat4 u_light_mvp;
varying vec4 v_shadow_coords;
void main(void) {
gl_Position = u_mvp * a_pos;
vec4 positionFromLight = u_light_mvp * a_pos;
v_shadow_coords = (positionFromLight / positionFromLight.w);
}
$$
#ifdef GLES
precision highp float;
#endif
varying vec4 v_shadow_coords;
uniform sampler2D u_shadowMap;
uniform vec4 u_lightColor;
uniform float u_shadowRes;
const bool DEBUG = false;
const float transitionDistance = 0.05; // relative transition distance at the border of shadow tex
const float minTrans = 1.0 - transitionDistance;
const int pcfCount = 2; // the number of surrounding pixels to smooth shadow
const float biasOffset = 0.005; // offset to remove shadow acne
const float pcfTexels = float((pcfCount * 2 + 1) * (pcfCount * 2 + 1));
#if GLVERSION == 20
float decodeFloat (vec4 color) {
const vec4 bitShift = vec4(
1.0 / (256.0 * 256.0 * 256.0),
1.0 / (256.0 * 256.0),
1.0 / 256.0,
1.0
);
return dot(color, bitShift);
}
#endif
void main() {
float shadowX = abs((v_shadow_coords.x - 0.5) * 2.0);
float shadowY = abs((v_shadow_coords.y - 0.5) * 2.0);
if (shadowX > 1.0 || shadowY > 1.0) {
// Outside the light texture set to 0.0
gl_FragColor = vec4(u_lightColor.rgb, 1.0);
if (DEBUG) {
gl_FragColor = vec4(0.0, 1.0, 0.0, 0.1);
}
} else {
// Inside set to 1.0; make a transition to the border
float shadowOpacity = (shadowX < minTrans && shadowY < minTrans) ? 1.0 :
(1.0 - (max(shadowX - minTrans, shadowY - minTrans) / transitionDistance));
#if GLVERSION == 30
float distanceToLight = v_shadow_coords.z; // remove shadow acne
#else
float distanceToLight = v_shadow_coords.z - biasOffset; // remove shadow acne
#endif
distanceToLight = clamp(distanceToLight, 0.0, 1.0); // avoid unexpected far shadow
// smooth shadow at borders
float shadowDiffuse = 0.0;
float texelSize = 1.0 / u_shadowRes;
for (int x = -pcfCount; x <= pcfCount; x++) {
for (int y = -pcfCount; y <= pcfCount; y++) {
#if GLVERSION == 30
float depth = texture2D(u_shadowMap, v_shadow_coords.xy + vec2(x, y) * texelSize).r;
#else
float depth = decodeFloat(texture2D(u_shadowMap, v_shadow_coords.xy + vec2(x, y) * texelSize));
#endif
if (distanceToLight > depth) {
shadowDiffuse += 1.0;
}
}
}
shadowDiffuse /= pcfTexels;
shadowDiffuse *= shadowOpacity;
if (DEBUG && shadowDiffuse < 1.0) {
gl_FragColor = vec4(shadowDiffuse, 0.0, 0.0, 0.1);
} else {
gl_FragColor = vec4(u_lightColor.rgb * (1.0 - u_lightColor.a * shadowDiffuse), 1.0);
}
}
}