@module threedee @vs vs in vec3 pos_in; in vec2 uv_in; out vec3 pos; out vec2 uv; out vec4 light_space_fragment_position; uniform vs_params { mat4 model; mat4 view; mat4 projection; mat4 directional_light_space_matrix; }; void main() { pos = pos_in; uv = uv_in; vec4 world_space_frag_pos = model * vec4(pos_in, 1.0); vec4 frag_pos = view * world_space_frag_pos; gl_Position = projection * frag_pos; light_space_fragment_position = directional_light_space_matrix * vec4(world_space_frag_pos.xyz, 1.0); } @end @fs fs uniform sampler2D tex; uniform sampler2D shadow_map; uniform fs_params { int shadow_map_dimension; }; in vec3 pos; in vec2 uv; in vec4 light_space_fragment_position; out vec4 frag_color; float decodeDepth(vec4 rgba) { return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0)); } float do_shadow_sample(sampler2D shadowMap, vec2 uv, float scene_depth) { { //WebGL does not support GL_CLAMP_TO_BORDER, or border colors at all it seems, so we have to check explicitly. //This will probably slow down other versions which do support texture borders, but the current system does // not provide a non-overly complex way to include/not-include this code based on the backend. So here it is. if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) return 1.0; } float map_depth = decodeDepth(texture(shadowMap, uv)); map_depth += 0.001;//bias to counter self-shadowing return step(scene_depth, map_depth); } float bilinear_shadow_sample(sampler2D shadowMap, vec2 uv, int texture_width, int texture_height, float scene_depth_light_space) { vec2 texture_dim = vec2(float(texture_width), float(texture_height)); vec2 texel_dim = vec2(1.0 / float(texture_width ), 1.0 / float(texture_height)); vec2 texel_uv = uv * vec2(texture_dim); vec2 texel_uv_floor = floor(texel_uv) * texel_dim; vec2 texel_uv_ceil = ceil(texel_uv) * texel_dim; vec2 uv_0 = texel_uv_floor; vec2 uv_1 = vec2(texel_uv_ceil.x , texel_uv_floor.y); vec2 uv_2 = vec2(texel_uv_floor.x, texel_uv_ceil.y ); vec2 uv_3 = vec2(texel_uv_ceil.x , texel_uv_ceil.y ); float bl = do_shadow_sample(shadowMap, uv_0, scene_depth_light_space); float br = do_shadow_sample(shadowMap, uv_1, scene_depth_light_space); float tl = do_shadow_sample(shadowMap, uv_2, scene_depth_light_space); float tr = do_shadow_sample(shadowMap, uv_3, scene_depth_light_space); vec2 interp = fract(texel_uv); float bot = mix(bl, br, interp.x); float top = mix(tl, tr, interp.x); float result = mix(bot, top, interp.y); return result; } float calculate_shadow_factor(sampler2D shadowMap, vec4 light_space_fragment_position) { float shadow = 1.0; vec3 projected_coords = light_space_fragment_position.xyz / light_space_fragment_position.w; if(projected_coords.z > 1.0) return shadow; projected_coords = projected_coords * 0.5f + 0.5f; float current_depth = projected_coords.z; vec2 shadow_uv = projected_coords.xy; float texel_step_size = 1.0 / float(shadow_map_dimension); for (int x=-2; x<=2; x++) { for (int y=-2; y<=2; y++) { vec2 off = vec2(x*texel_step_size, y*texel_step_size); // shadow += do_shadow_sample(shadowMap, shadow_uv+off, current_depth); shadow += bilinear_shadow_sample(shadowMap, shadow_uv+off, shadow_map_dimension, shadow_map_dimension, current_depth); } } shadow /= 25.0; return shadow; } void main() { vec4 col = texture(tex, uv); if(col.a < 0.5) { discard; } else { vec3 light_dir = normalize(vec3(1, -1, 0)); float shadow_factor = calculate_shadow_factor(shadow_map, light_space_fragment_position); shadow_factor = shadow_factor * 0.5 + 0.5; frag_color = vec4(col.rgb*shadow_factor, 1.0); } } @end @program program vs fs