99 lines
2.3 KiB
GLSL
99 lines
2.3 KiB
GLSL
/**
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* @file avatarAlphaF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2D diffuseMap;
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uniform sampler2DRectShadow shadowMap0;
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uniform sampler2DRectShadow shadowMap1;
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uniform sampler2DRectShadow shadowMap2;
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uniform sampler2DRectShadow shadowMap3;
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uniform sampler2D noiseMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 screen_res;
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uniform vec2 shadow_res;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_position;
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varying vec3 vary_normal;
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uniform float shadow_bias;
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float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias;
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float cs = shadow2DRect(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
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shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
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return shadow/5.0;
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}
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void main()
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{
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float shadow = 1.0;
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vec4 pos = vec4(vary_position, 1.0);
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vec3 norm = normalize(vary_normal);
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//vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
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vec4 spos = pos;
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if (spos.z > -shadow_clip.w)
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{
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vec4 lpos;
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if (spos.z < -shadow_clip.z)
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{
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lpos = shadow_matrix[3]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap3, lpos, 1.5);
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shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
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}
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else if (spos.z < -shadow_clip.y)
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{
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lpos = shadow_matrix[2]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap2, lpos, 1.5);
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}
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else if (spos.z < -shadow_clip.x)
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{
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lpos = shadow_matrix[1]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap1, lpos, 1.5);
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}
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else
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{
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lpos = shadow_matrix[0]*spos;
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lpos.xy *= shadow_res;
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shadow = pcfShadow(shadowMap0, lpos, 1.5);
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}
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}
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vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);
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vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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gl_FragColor = color;
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}
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