#5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders.
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736e1d5170
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374c551404
5 changed files with 33 additions and 32 deletions
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@ -63,10 +63,6 @@ varying vec3 var_VertLight;
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varying vec3 var_WorldLight;
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#endif
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#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
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varying vec4 var_ScreenPos;
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#endif
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#define EPSILON 0.00000001
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#if defined(USE_PARALLAXMAP)
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@ -228,8 +224,7 @@ void main()
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vec3 ambientLight = u_AmbientLight;
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#if defined(USE_SHADOWMAP)
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//vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
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vec2 shadowTex = var_ScreenPos.xy / var_ScreenPos.w;
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vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
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directedLight *= texture2D(u_ShadowMap, shadowTex).r;
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#endif
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#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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@ -92,10 +92,6 @@ varying vec3 var_VertLight;
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varying vec3 var_WorldLight;
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#endif
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#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
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varying vec4 var_ScreenPos;
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#endif
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#if defined(USE_TCMOD)
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vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
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{
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@ -133,10 +129,6 @@ void main()
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gl_Position = u_ModelViewProjectionMatrix * position;
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#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
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var_ScreenPos = gl_Position + vec2(1.0, 0.0).xxyx * gl_Position.w;
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#endif
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#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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vec3 worldLight = attr_LightDirection;
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#endif
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@ -15,7 +15,7 @@ uniform mat4 u_ShadowMvp3;
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uniform vec3 u_ViewOrigin;
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uniform vec4 u_ViewInfo; // zfar / znear, zfar
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varying vec2 var_ScreenTex;
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varying vec2 var_DepthTex;
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varying vec3 var_ViewDir;
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// Input: It uses texture coords as the random number seed.
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@ -41,7 +41,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
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float scale = 2.0 / r_shadowMapSize;
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#if defined(USE_SHADOW_FILTER)
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float r = random(var_ScreenTex.xy);
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float r = random(var_DepthTex.xy);
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float sinr = sin(r) * scale;
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float cosr = cos(r) * scale;
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mat2 rmat = mat2(cosr, sinr, -sinr, cosr);
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@ -78,7 +78,7 @@ void main()
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{
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float result;
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float depth = getLinearDepth(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x);
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float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
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float sampleZ = u_ViewInfo.y * depth;
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vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * depth * 0.99, 1.0);
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@ -6,15 +6,13 @@ uniform vec3 u_ViewLeft;
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uniform vec3 u_ViewUp;
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uniform vec4 u_ViewInfo; // zfar / znear
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varying vec2 var_ScreenTex;
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varying vec2 var_DepthTex;
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varying vec3 var_ViewDir;
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void main()
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{
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gl_Position = attr_Position;
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//vec2 screenCoords = gl_Position.xy / gl_Position.w;
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//var_ScreenTex = screenCoords * 0.5 + 0.5;
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var_ScreenTex = attr_TexCoord0.xy;
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vec2 screenCoords = attr_TexCoord0.xy * 2.0 - 1.0;
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vec2 screenCoords = gl_Position.xy / gl_Position.w;
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var_DepthTex = attr_TexCoord0.xy;
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var_ViewDir = u_ViewForward + u_ViewLeft * -screenCoords.x + u_ViewUp * screenCoords.y;
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}
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