0ad/binaries/data/mods/public/shaders/glsl/model_waterfall.fs
gregory 6f4b1ec5a1 eihrul's shadow filter patch, fixes ticket #1738.
This was SVN commit r12929.
2012-12-03 19:34:43 +00:00

89 lines
2.2 KiB
GLSL

#version 120
uniform sampler2D baseTex;
uniform sampler2D losTex;
#if USE_SHADOW
#if USE_SHADOW_SAMPLER
uniform sampler2DShadow shadowTex;
#if USE_SHADOW_PCF
uniform vec4 shadowScale;
#endif
#else
uniform sampler2D shadowTex;
#endif
#endif
uniform vec3 shadingColor;
uniform vec3 ambient;
uniform vec3 sunColor;
uniform vec3 sunDir;
uniform vec3 cameraPos;
uniform float specularPower;
uniform vec3 specularColor;
varying vec4 v_tex;
varying vec4 v_shadow;
varying vec2 v_los;
varying vec3 v_half;
varying vec3 v_normal;
varying float v_transp;
varying vec3 v_lighting;
float get_shadow()
{
#if USE_SHADOW && !DISABLE_RECEIVE_SHADOWS
#if USE_SHADOW_SAMPLER
#if USE_SHADOW_PCF
vec2 offset = fract(v_shadow.xy - 0.5);
vec4 size = vec4(offset + 1.0, 2.0 - offset);
vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (v_shadow.xy - 0.5*offset).xyxy) * shadowScale.zwzw;
return (1.0/9.0)*dot(size.zxzx*size.wwyy,
vec4(shadow2D(shadowTex, vec3(weight.zw, v_shadow.z)).r,
shadow2D(shadowTex, vec3(weight.xw, v_shadow.z)).r,
shadow2D(shadowTex, vec3(weight.zy, v_shadow.z)).r,
shadow2D(shadowTex, vec3(weight.xy, v_shadow.z)).r));
#else
return shadow2D(shadowTex, v_shadow.xyz).r;
#endif
#else
if (v_shadow.z >= 1.0)
return 1.0;
return (v_shadow.z <= texture2D(shadowTex, v_shadow.xy).x ? 1.0 : 0.0);
#endif
#else
return 1.0;
#endif
}
void main()
{
//vec4 texdiffuse = textureGrad(baseTex, vec3(fract(v_tex.xy), v_tex.z), dFdx(v_tex.xy), dFdy(v_tex.xy));
vec4 texdiffuse = texture2D(baseTex, fract(v_tex.xy));
if (texdiffuse.a < 0.25)
discard;
texdiffuse.a *= v_transp;
vec3 specular = sunColor * specularColor * pow(max(0.0, dot(normalize(v_normal), v_half)), specularPower);
vec3 color = (texdiffuse.rgb * v_lighting + specular) * get_shadow();
color += texdiffuse.rgb * ambient;
#if !IGNORE_LOS
float los = texture2D(losTex, v_los).a;
los = los < 0.03 ? 0.0 : los;
color *= los;
#endif
gl_FragColor.rgb = color;
gl_FragColor.a = texdiffuse.a;
}