STORM-1819: Ternary/graded shadow support
cleanup: get rid of the no-op 'mex' function in the shaders which was being used as a dummy replacement for 'mix'meow-7.2.2
parent
442c5cf339
commit
26df2b941e
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@ -58,11 +58,6 @@ uniform float shadow_bias;
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uniform mat4 inv_proj;
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float mex(float a, float b)
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{
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return a;
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}
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float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
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{
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stc.xyz /= stc.w;
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@ -73,10 +68,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
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float cs = shadow2DRect(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs);
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
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return shadow*0.2;
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}
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@ -71,11 +71,6 @@ vec4 getPosition(vec2 pos_screen)
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return pos;
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}
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float mex(float a, float b)
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{
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return a;
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}
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float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
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{
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stc.xyz /= stc.w;
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@ -86,10 +81,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
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float cs = shadow2DRect(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs);
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
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return shadow*0.2;
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}
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@ -70,11 +70,6 @@ vec4 getPosition(vec2 pos_screen)
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return pos;
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}
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float mex(float a, float b)
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{
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return a;
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}
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float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
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{
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stc.xyz /= stc.w;
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@ -85,10 +80,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc)
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float cs = shadow2DRect(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs);
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
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return shadow*0.2;
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}
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@ -78,11 +78,6 @@ vec4 getPosition(vec2 pos_screen)
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return pos;
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}
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float mex(float a, float b)
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{
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return a;
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}
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float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
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{
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stc.xyz /= stc.w;
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@ -93,10 +88,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
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float cs = shadow2DRect(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x,cs);
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x;
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return shadow*0.2;
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}
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@ -139,11 +139,6 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
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return min(ret, 1.0);
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}
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float mex(float a, float b)
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{
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return a;
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}
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float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
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{
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stc.xyz /= stc.w;
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@ -154,10 +149,10 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
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float cs = shadow2DRect(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x,cs);
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shadow += mex(shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x,cs);
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x;
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shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x;
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return shadow*0.2;
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}
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