From e15d4619210478e8331472cfa784923476d200be Mon Sep 17 00:00:00 2001 From: AnyOldName3 Date: Mon, 30 Oct 2017 20:06:52 +0000 Subject: [PATCH] Add (potentially physically-flawed) shadow support to the water shader --- files/shaders/water_fragment.glsl | 5 ++++- files/shaders/water_vertex.glsl | 6 ++++++ 2 files changed, 10 insertions(+), 1 deletion(-) diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index 931422d5e6..f04a9d8a87 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -142,6 +142,9 @@ uniform vec3 nodePosition; uniform float rainIntensity; +uniform sampler2DShadow shadowTexture0; +varying vec4 shadowSpaceCoords; + float frustumDepth; float linearizeDepth(float depth) // takes <0,1> non-linear depth value and returns <0,1> linearized value @@ -158,7 +161,7 @@ void main(void) vec2 UV = worldPos.xy / (8192.0*5.0) * 3.0; UV.y *= -1.0; - float shadow = 1.0; + float shadow = shadow2DProj(shadowTexture0, shadowSpaceCoords).r; vec2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z; screenCoords.y = (1.0-screenCoords.y); diff --git a/files/shaders/water_vertex.glsl b/files/shaders/water_vertex.glsl index 7d7b7b18aa..513edc730c 100644 --- a/files/shaders/water_vertex.glsl +++ b/files/shaders/water_vertex.glsl @@ -4,6 +4,8 @@ varying vec3 screenCoordsPassthrough; varying vec4 position; varying float depthPassthrough; +varying vec4 shadowSpaceCoords; + void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; @@ -19,4 +21,8 @@ void main(void) position = gl_Vertex; depthPassthrough = gl_Position.z; + + // This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner. + mat4 eyePlaneMat = mat4(gl_EyePlaneS[1], gl_EyePlaneT[1], gl_EyePlaneR[1], gl_EyePlaneQ[1]); + shadowSpaceCoords = (gl_ModelViewMatrix * gl_Vertex) * eyePlaneMat; }