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shadow.sha
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56 lines (46 loc) · 2.05 KB
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//Cg
void vshader(float4 vtx_position : POSITION,
float2 vtx_texcoord0 : TEXCOORD0,
float3 vtx_normal : NORMAL,
uniform float4x4 trans_model_to_clip_of_light,
uniform float4x4 mat_modelproj,
uniform float4 mspos_light,
uniform float4 k_ambient,
uniform float4 k_scale,
uniform float k_push,
out float4 l_position : POSITION,
out float2 l_texcoord0 : TEXCOORD0,
out float4 l_shadowcoord : TEXCOORD1,
out float l_smooth : TEXCOORD2,
out float4 l_lightclip : TEXCOORD3)
{
float4 position = vtx_position * k_scale;
// vertex position
l_position = mul(mat_modelproj, position);
// Pass through texture coordinate for main texture.
l_texcoord0 = vtx_texcoord0;
// Calculate the surface lighting factor.
l_smooth = saturate(dot(vtx_normal, normalize(mspos_light.xyz - position.xyz)));
// Calculate light-space clip position.
float4 pushed = position + float4(vtx_normal * k_push, 0);
l_lightclip = mul(trans_model_to_clip_of_light, pushed);
// Calculate shadow-map texture coordinates.
l_shadowcoord = l_lightclip * float4(0.5, 0.5, 0.5, 1.0) +
l_lightclip.w * float4(0.5, 0.5, 0.5, 0.0);
}
void fshader(in float2 l_texcoord0 : TEXCOORD0,
in float4 l_shadowcoord : TEXCOORD1,
in float l_smooth : TEXCOORD2,
in float4 l_lightclip : TEXCOORD3,
uniform sampler2D tex_0 : TEXUNIT0,
uniform sampler2DShadow k_Ldepthmap : TEXUNIT1,
uniform float4 k_ambient,
uniform float4 k_texDisable,
out float4 o_color : COLOR)
{
float3 circleoffs = float3(l_lightclip.xy / l_lightclip.w, 0);
float falloff = saturate(1.0 - dot(circleoffs, circleoffs));
float4 baseColor = saturate(tex2D(tex_0, l_texcoord0) + k_texDisable);
float shade = shadow2DProj(k_Ldepthmap, l_shadowcoord).r;
o_color = baseColor * (falloff * shade * l_smooth + k_ambient.x);
}