git-svn-id: svn://db.shs.com.ru/libs@55 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-12-01 20:27:03 +00:00
parent c8ceb3e328
commit eed954203d
9 changed files with 74 additions and 50 deletions

View File

@@ -17,8 +17,11 @@ float light_diffuse(int model, vec3 l, vec3 n) {return max(0., dot(l, n));}
float light_specular(int model, vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {return max(0., pow(dot(n, h), shininess));}
vec4 pos, lpos, shp;
vec3 li, si, ldir, halfV;
float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff;
vec3 li, si, ldir, halfV, bn, bn2;
vec2 vds, vds2;
float sh_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff, sdist, shadow;
void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
lpos = qgl_Light[index].position;
@@ -37,23 +40,47 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos);
//spot = pow(spot, (qgl_Light[index].spotExponent + 0.001));
shp = qgl_Light[index].shadowMatrix*vec4(pos.xyz,1);
shp.z -= 0.1;
///spot *= textureProj(qgl_Light[index].shadow, shp);
float ds = shp.z / 100, dds = ds + ds;
float shadow = textureProj(qgl_Light[index].shadow, vec4(shp.xy, shp.zw))/* +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( 0, ds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( 0, -ds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( ds, 0), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( -ds, 0), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( ds, ds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( ds, -ds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( -ds, -ds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( -ds, ds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( dds, 0), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2(-dds, 0), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( 0, dds), shp.zw)) +
textureProj(qgl_Light[index].shadow, vec4(shp.xy + vec2( 0, -dds), shp.zw))*/;
spot *= shadow / 1.;
//shp.z -= 0.1;
shp.xyz /= shp.w;
float shr = texture(qgl_Light[index].shadowColor, shp.xy).r;
sdist = shp.w - shr - 1.;
//if (sdist > 0.) {
float ds = 0.01;//max(abs(sdist) / 5000, 0.02);
//spot *= clamp(1. - sdist, 0, 1);
vds = vec2(ds,0);//bn.xy * ds;
vds2 = vec2(0,ds);//bn2.xy * ds;
shadow = //shr + //texture(qgl_Light[index].shadowColor, shp.xy, shp.zw)) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds ).r - 1, 0, 1)
/*clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds - vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds + vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds - vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds + vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds2 ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds + vds ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds - vds ).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy - vds2 - vds2).r - 1, 0, 1) +
clamp(shp.w - texture(qgl_Light[index].shadowColor, shp.xy + vds2 + vds2).r - 1, 0, 1)*/;
/*texture(qgl_Light[index].shadowColor, shp.xy - vds ).r +
texture(qgl_Light[index].shadowColor, shp.xy - vds + vds2 ).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds2 ).r +
texture(qgl_Light[index].shadowColor, shp.xy ).r +
texture(qgl_Light[index].shadowColor, shp.xy - vds ).r +
texture(qgl_Light[index].shadowColor, shp.xy - vds2 ).r +
texture(qgl_Light[index].shadowColor, shp.xy - vds - vds2 ).r +
texture(qgl_Light[index].shadowColor, shp.xy ).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r +
texture(qgl_Light[index].shadowColor, shp.xy + vds + vds + vds2 + vds2).r*/;
shadow = shadow / 1;// - 0.5;
spot *= ds*100;//clamp(1. - shadow, 0, 1);
//}
///spot *= textureProj(qgl_Light[index].shadow, shp);
}
spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation));
@@ -85,13 +112,15 @@ void main(void) {
v4 = texelFetch(t4, tc, 0);
vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
bn = vec3(v3.w, v4.zw);
bn2 = normalize(cross(n, bn));
float height = v2.w;
li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
si = vec3(0.);
float posz = z_near * z_far / (texelFetch(td, tc, 0).r * (z_far - z_near) - z_far);
pos = vec4(sp, 0., 1) * mat_proji;
pos.xy *= v3.w;
pos.xy *= v0.w;
pos.z = posz;
//pos.xyz += n * height;
//pos.xyz = v3.xyz;
@@ -115,6 +144,6 @@ void main(void) {
//shd = shd - shp.w;
//qgl_FragData[0].rgb = vec3(abs(shd)/10000);
//qgl_FragData[0].rgb = vec3((shp.z)/1000);
//qgl_FragData[0].rgb = vec3(abs(pos.xyz)/1000);
qgl_FragData[0].rgb = vec3((shp.w-1 - texture(qgl_Light[4].shadowColor, shp.xy-vec2(0.01,0)).r));
//qgl_FragData[0].a = 0.;
}