OpenGL2: Minor GLSL shader improvements.

This commit is contained in:
SmileTheory 2014-03-03 17:32:07 -08:00
parent 89fab090d7
commit ea2810c085
2 changed files with 23 additions and 4 deletions

View file

@ -18,6 +18,10 @@ uniform vec4 u_ViewInfo; // zfar / znear, zfar
varying vec2 var_DepthTex;
varying vec3 var_ViewDir;
// depth is GL_DEPTH_COMPONENT24
// so the maximum error is 1.0 / 2^24
#define DEPTH_MAX_ERROR 0.000000059604644775390625
// Input: It uses texture coords as the random number seed.
// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive.
// Author: Michael Pohoreski
@ -39,7 +43,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
{
float mult;
float scale = 2.0 / r_shadowMapSize;
#if defined(USE_SHADOW_FILTER)
float r = random(var_DepthTex.xy);
float sinr = sin(r) * scale;
@ -71,6 +75,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear)
{
float sampleZDivW = texture2D(depthMap, tex).r;
sampleZDivW -= DEPTH_MAX_ERROR;
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
@ -81,7 +86,7 @@ void main()
float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
float sampleZ = u_ViewInfo.y * depth;
vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * depth * 0.99, 1.0);
vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * (depth - 0.5 / u_ViewInfo.x), 1.0);
vec4 shadowpos = u_ShadowMvp * biasPos;