fteqw/engine/shaders/glsl/lpp_light.glsl

189 lines
6.0 KiB
GLSL

//this shader is a light shader. ideally drawn with a quad covering the entire region
//the output is contribution from this light (which will be additively blended)
//you can blame Electro for much of the maths in here.
//fixme: no fog
//s_t0 is the normals and depth
//output should be amount of light hitting the surface.
varying vec4 tf;
#ifdef VERTEX_SHADER
void main()
{
tf = ftetransform();
gl_Position = tf;
}
#endif
#ifdef FRAGMENT_SHADER
uniform sampler2D s_t0; //norm.xyz, depth
uniform vec3 l_lightposition;
uniform mat4 m_invviewprojection;
uniform vec3 l_lightcolour;
uniform float l_lightradius;
uniform mat4 l_cubematrix;
#ifdef PCF
#define USE_ARB_SHADOW
#ifndef USE_ARB_SHADOW
//fall back on regular samplers if we must
#define sampler2DShadow sampler2D
#endif
uniform sampler2DShadow s_shadowmap;
uniform vec4 l_shadowmapproj; //light projection matrix info
uniform vec2 l_shadowmapscale; //xy are the texture scale, z is 1, w is the scale.
vec3 ShadowmapCoord(vec4 cubeproj)
{
#ifdef SPOT
//bias it. don't bother figuring out which side or anything, its not needed
//l_projmatrix contains the light's projection matrix so no other magic needed
return ((cubeproj.xyz-vec3(0.0,0.0,0.015))/cubeproj.w + vec3(1.0, 1.0, 1.0)) * vec3(0.5, 0.5, 0.5);
//#elif defined(CUBESHADOW)
// vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w;
// #define dosamp(x,y) shadowCube(s_shadowmap, shadowcoord + vec2(x,y)*texscale.xy).r
#else
//figure out which axis to use
//texture is arranged thusly:
//forward left up
//back right down
vec3 dir = abs(cubeproj.xyz);
//assume z is the major axis (ie: forward from the light)
vec3 t = cubeproj.xyz;
float ma = dir.z;
vec3 axis = vec3(0.5/3.0, 0.5/2.0, 0.5);
if (dir.x > ma)
{
ma = dir.x;
t = cubeproj.zyx;
axis.x = 0.5;
}
if (dir.y > ma)
{
ma = dir.y;
t = cubeproj.xzy;
axis.x = 2.5/3.0;
}
//if the axis is negative, flip it.
if (t.z > 0.0)
{
axis.y = 1.5/2.0;
t.z = -t.z;
}
//we also need to pass the result through the light's projection matrix too
//the 'matrix' we need only contains 5 actual values. and one of them is a -1. So we might as well just use a vec4.
//note: the projection matrix also includes scalers to pinch the image inwards to avoid sampling over borders, as well as to cope with non-square source image
//the resulting z is prescaled to result in a value between -0.5 and 0.5.
//also make sure we're in the right quadrant type thing
return axis + ((l_shadowmapproj.xyz*t.xyz + vec3(0.0, 0.0, l_shadowmapproj.w)) / -t.z);
#endif
}
float ShadowmapFilter(vec4 vtexprojcoord)
{
vec3 shadowcoord = ShadowmapCoord(vtexprojcoord);
#if 0//def GL_ARB_texture_gather
vec2 ipart, fpart;
#define dosamp(x,y) textureGatherOffset(s_shadowmap, ipart.xy, vec2(x,y)))
vec4 tl = step(shadowcoord.z, dosamp(-1.0, -1.0));
vec4 bl = step(shadowcoord.z, dosamp(-1.0, 1.0));
vec4 tr = step(shadowcoord.z, dosamp(1.0, -1.0));
vec4 br = step(shadowcoord.z, dosamp(1.0, 1.0));
//we now have 4*4 results, woo
//we can just average them for 1/16th precision, but that's still limited graduations
//the middle four pixels are 'full strength', but we interpolate the sides to effectively give 3*3
vec4 col = vec4(tl.ba, tr.ba) + vec4(bl.rg, br.rg) + //middle two rows are full strength
mix(vec4(tl.rg, tr.rg), vec4(bl.ba, br.ba), fpart.y); //top+bottom rows
return dot(mix(col.rgb, col.agb, fpart.x), vec3(1.0/9.0)); //blend r+a, gb are mixed because its pretty much free and gives a nicer dot instruction instead of lots of adds.
#else
#ifdef USE_ARB_SHADOW
//with arb_shadow, we can benefit from hardware acclerated pcf, for smoother shadows
#define dosamp(x,y) shadow2D(s_shadowmap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r
#else
//this will probably be a bit blocky.
#define dosamp(x,y) float(texture2D(s_shadowmap, shadowcoord.xy + (vec2(x,y)*l_shadowmapscale.xy)).r >= shadowcoord.z)
#endif
float s = 0.0;
#if r_glsl_pcf >= 1 && r_glsl_pcf < 5
s += dosamp(0.0, 0.0);
return s;
#elif r_glsl_pcf >= 5 && r_glsl_pcf < 9
s += dosamp(-1.0, 0.0);
s += dosamp(0.0, -1.0);
s += dosamp(0.0, 0.0);
s += dosamp(0.0, 1.0);
s += dosamp(1.0, 0.0);
return s/5.0;
#else
s += dosamp(-1.0, -1.0);
s += dosamp(-1.0, 0.0);
s += dosamp(-1.0, 1.0);
s += dosamp(0.0, -1.0);
s += dosamp(0.0, 0.0);
s += dosamp(0.0, 1.0);
s += dosamp(1.0, -1.0);
s += dosamp(1.0, 0.0);
s += dosamp(1.0, 1.0);
return s/9.0;
#endif
#endif
}
#else
float ShadowmapFilter(vec4 vtexprojcoord)
{
return 1.0;
}
#endif
vec3 calcLightWorldPos(vec2 screenPos, float depth)
{
vec4 pos = m_invviewprojection * vec4(screenPos.xy, (depth*2.0)-1.0, 1.0);
return pos.xyz / pos.w;
}
void main ()
{
vec3 lightColour = l_lightcolour.rgb;
float lightIntensity = 1.0;
float lightAttenuation = l_lightradius; // fixme: just use the light radius for now, use better near/far att math separately once working
float radiusFar = l_lightradius;
float radiusNear = l_lightradius*0.5;
vec2 fc;
fc = tf.xy / tf.w;
vec4 data = texture2D(s_t0, (1.0 + fc) / 2.0);
float depth = data.a;
vec3 norm = data.xyz;
/* calc where the wall that generated this sample came from */
vec3 worldPos = calcLightWorldPos(fc, depth);
/*we need to know the cube projection (for both cubemaps+shadows)*/
vec4 cubeaxis = l_cubematrix*vec4(worldPos.xyz, 1.0);
/*calc diffuse lighting term*/
vec3 lightDir = l_lightposition - worldPos;
float zdiff = 1.0 - clamp(length(lightDir) / lightAttenuation, 0.0, 1.0);
float atten = (radiusFar * zdiff) / (radiusFar - radiusNear);
atten = pow(atten, 2.0);
lightDir = normalize(lightDir);
float nDotL = dot(norm, lightDir);
float lightDiffuse = max(0.0, nDotL) * atten;
//fixme: apply fog
//fixme: output a specular term
//fixme: cubemap filters
gl_FragColor = vec4(lightDiffuse * (lightColour * lightIntensity) * ShadowmapFilter(cubeaxis), 1.0);
}
#endif