OpenGL2: Minor GLSL shader improvements.
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89fab090d7
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2 changed files with 23 additions and 4 deletions
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@ -18,6 +18,10 @@ uniform vec4 u_ViewInfo; // zfar / znear, zfar
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varying vec2 var_DepthTex;
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varying vec3 var_ViewDir;
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// depth is GL_DEPTH_COMPONENT24
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// so the maximum error is 1.0 / 2^24
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#define DEPTH_MAX_ERROR 0.000000059604644775390625
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// Input: It uses texture coords as the random number seed.
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// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive.
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// Author: Michael Pohoreski
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@ -39,7 +43,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
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{
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float mult;
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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_DepthTex.xy);
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float sinr = sin(r) * scale;
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@ -71,6 +75,7 @@ float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
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float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear)
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{
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float sampleZDivW = texture2D(depthMap, tex).r;
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sampleZDivW -= DEPTH_MAX_ERROR;
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return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
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}
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@ -81,7 +86,7 @@ void main()
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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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vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * (depth - 0.5 / u_ViewInfo.x), 1.0);
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vec4 shadowpos = u_ShadowMvp * biasPos;
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