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openmw/files/shaders/compatibility/shadows_fragment.glsl

87 lines
3.5 KiB
GLSL

#define SHADOWS @shadows_enabled
#if SHADOWS
uniform float maximumShadowMapDistance;
uniform float shadowFadeStart;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform sampler2DShadow shadowTexture@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
#if @perspectiveShadowMaps
varying vec4 shadowRegionCoords@shadow_texture_unit_index;
#endif
@endforeach
#endif // SHADOWS
float unshadowedLightRatio(float distance)
{
float shadowing = 1.0;
#if SHADOWS
#if @limitShadowMapDistance
float fade = clamp((distance - shadowFadeStart) / (maximumShadowMapDistance - shadowFadeStart), 0.0, 1.0);
if (fade == 1.0)
return shadowing;
#endif
#if @shadowMapsOverlap
bool doneShadows = false;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
if (!doneShadows)
{
vec3 shadowXYZ = shadowSpaceCoords@shadow_texture_unit_index.xyz / shadowSpaceCoords@shadow_texture_unit_index.w;
#if @perspectiveShadowMaps
vec3 shadowRegionXYZ = shadowRegionCoords@shadow_texture_unit_index.xyz / shadowRegionCoords@shadow_texture_unit_index.w;
#endif
if (all(lessThan(shadowXYZ.xy, vec2(1.0, 1.0))) && all(greaterThan(shadowXYZ.xy, vec2(0.0, 0.0))))
{
shadowing = min(shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r, shadowing);
doneShadows = all(lessThan(shadowXYZ, vec3(0.95, 0.95, 1.0))) && all(greaterThan(shadowXYZ, vec3(0.05, 0.05, 0.0)));
#if @perspectiveShadowMaps
doneShadows = doneShadows && all(lessThan(shadowRegionXYZ, vec3(1.0, 1.0, 1.0))) && all(greaterThan(shadowRegionXYZ.xy, vec2(-1.0, -1.0)));
#endif
}
}
@endforeach
#else
@foreach shadow_texture_unit_index @shadow_texture_unit_list
shadowing = min(shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r, shadowing);
@endforeach
#endif
#if @limitShadowMapDistance
shadowing = mix(shadowing, 1.0, fade);
#endif
#endif // SHADOWS
return shadowing;
}
void applyShadowDebugOverlay()
{
#if SHADOWS && @useShadowDebugOverlay
bool doneOverlay = false;
float colourIndex = 0.0;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
if (!doneOverlay)
{
vec3 shadowXYZ = shadowSpaceCoords@shadow_texture_unit_index.xyz / shadowSpaceCoords@shadow_texture_unit_index.w;
#if @perspectiveShadowMaps
vec3 shadowRegionXYZ = shadowRegionCoords@shadow_texture_unit_index.xyz / shadowRegionCoords@shadow_texture_unit_index.w;
#endif
if (all(lessThan(shadowXYZ.xy, vec2(1.0, 1.0))) && all(greaterThan(shadowXYZ.xy, vec2(0.0, 0.0))))
{
colourIndex = mod(@shadow_texture_unit_index.0, 3.0);
if (colourIndex < 1.0)
gl_FragData[0].x += 0.1;
else if (colourIndex < 2.0)
gl_FragData[0].y += 0.1;
else
gl_FragData[0].z += 0.1;
doneOverlay = all(lessThan(shadowXYZ, vec3(0.95, 0.95, 1.0))) && all(greaterThan(shadowXYZ, vec3(0.05, 0.05, 0.0)));
#if @perspectiveShadowMaps
doneOverlay = doneOverlay && all(lessThan(shadowRegionXYZ.xyz, vec3(1.0, 1.0, 1.0))) && all(greaterThan(shadowRegionXYZ.xy, vec2(-1.0, -1.0)));
#endif
}
}
@endforeach
#endif // SHADOWS
}