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mirror of https://github.com/luanti-org/luanti.git synced 2025-10-20 19:45:22 +02:00

Port shadow shaders to work with OpenGL3

Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
PtiLuky
2025-10-13 11:04:07 +02:00
committed by sfan5
parent 5e23e478b1
commit d834c45d1c
13 changed files with 128 additions and 264 deletions

View File

@@ -0,0 +1,19 @@
uniform sampler2D ColorMapSampler;
varying vec4 tPos;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main()
{
vec4 col = texture2D(ColorMapSampler, varTexCoord);
if (col.a < 0.70)
discard;
float depth = 0.5 + tPos.z * 0.5;
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
}

View File

@@ -0,0 +1,49 @@
uniform mat4 LightMVP; // world matrix
uniform vec4 CameraPos; // camera position
varying vec4 tPos;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
vec4 getRelativePosition(in vec4 position)
{
vec2 l = position.xy - CameraPos.xy;
vec2 s = l / abs(l);
s = (1.0 - s * CameraPos.xy);
l /= s;
return vec4(l, s);
}
float getPerspectiveFactor(in vec4 relativePosition)
{
float pDistance = length(relativePosition.xy);
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
return pFactor;
}
vec4 applyPerspectiveDistortion(in vec4 position)
{
vec4 l = getRelativePosition(position);
float pFactor = getPerspectiveFactor(l);
l.xy /= pFactor;
position.xy = l.xy * l.zw + CameraPos.xy;
position.z *= zPerspectiveBias;
return position;
}
void main()
{
vec4 pos = LightMVP * inVertexPosition;
tPos = applyPerspectiveDistortion(pos);
gl_Position = vec4(tPos.xyz, 1.0);
varTexCoord = (mTexture * vec4(inTexCoord0.xy, 0.0, 1.0)).xy;
}