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https://github.com/luanti-org/luanti.git
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Port shadow shaders to work with OpenGL3
Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
@@ -1,13 +0,0 @@
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uniform sampler2D ColorMapSampler;
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varying vec4 tPos;
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void main()
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{
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vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
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if (col.a < 0.70)
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discard;
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float depth = 0.5 + tPos.z * 0.5;
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gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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}
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@@ -1,42 +0,0 @@
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uniform sampler2D ColorMapSampler;
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varying vec4 tPos;
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#ifdef COLORED_SHADOWS
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varying vec3 varColor;
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// c_precision of 128 fits within 7 base-10 digits
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const float c_precision = 128.0;
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const float c_precisionp1 = c_precision + 1.0;
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float packColor(vec3 color)
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{
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return floor(color.b * c_precision + 0.5)
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+ floor(color.g * c_precision + 0.5) * c_precisionp1
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+ floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
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}
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const vec3 black = vec3(0.0);
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#endif
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void main()
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{
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vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
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#ifndef COLORED_SHADOWS
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if (col.a < 0.5)
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discard;
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#endif
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float depth = 0.5 + tPos.z * 0.5;
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// ToDo: Liso: Apply movement on waving plants
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// depth in [0, 1] for texture
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//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
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#ifdef COLORED_SHADOWS
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col.rgb *= varColor.rgb;
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// premultiply color alpha (see-through side)
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float packedColor = packColor(col.rgb * (1.0 - col.a));
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gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
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#else
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gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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#endif
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}
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@@ -1,50 +0,0 @@
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uniform mat4 LightMVP; // world matrix
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uniform vec4 CameraPos;
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varying vec4 tPos;
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#ifdef COLORED_SHADOWS
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varying vec3 varColor;
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#endif
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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vec4 getRelativePosition(in vec4 position)
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{
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vec2 l = position.xy - CameraPos.xy;
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vec2 s = l / abs(l);
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s = (1.0 - s * CameraPos.xy);
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l /= s;
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return vec4(l, s);
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}
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float getPerspectiveFactor(in vec4 relativePosition)
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{
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float pDistance = length(relativePosition.xy);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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return pFactor;
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}
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vec4 applyPerspectiveDistortion(in vec4 position)
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{
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vec4 l = getRelativePosition(position);
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float pFactor = getPerspectiveFactor(l);
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l.xy /= pFactor;
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position.xy = l.xy * l.zw + CameraPos.xy;
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position.z *= zPerspectiveBias;
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return position;
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}
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void main()
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{
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vec4 pos = LightMVP * gl_Vertex;
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tPos = applyPerspectiveDistortion(LightMVP * gl_Vertex);
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gl_Position = vec4(tPos.xyz, 1.0);
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gl_TexCoord[0].st = gl_MultiTexCoord0.st;
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#ifdef COLORED_SHADOWS
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varColor = gl_Color.rgb;
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#endif
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}
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@@ -1,43 +0,0 @@
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uniform mat4 LightMVP; // world matrix
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uniform vec4 CameraPos; // camera position
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varying vec4 tPos;
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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vec4 getRelativePosition(in vec4 position)
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{
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vec2 l = position.xy - CameraPos.xy;
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vec2 s = l / abs(l);
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s = (1.0 - s * CameraPos.xy);
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l /= s;
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return vec4(l, s);
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}
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float getPerspectiveFactor(in vec4 relativePosition)
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{
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float pDistance = length(relativePosition.xy);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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return pFactor;
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}
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vec4 applyPerspectiveDistortion(in vec4 position)
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{
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vec4 l = getRelativePosition(position);
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float pFactor = getPerspectiveFactor(l);
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l.xy /= pFactor;
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position.xy = l.xy * l.zw + CameraPos.xy;
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position.z *= zPerspectiveBias;
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return position;
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}
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void main()
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{
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vec4 pos = LightMVP * gl_Vertex;
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tPos = applyPerspectiveDistortion(pos);
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gl_Position = vec4(tPos.xyz, 1.0);
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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@@ -1,23 +0,0 @@
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uniform sampler2D ShadowMapClientMap;
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#ifdef COLORED_SHADOWS
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uniform sampler2D ShadowMapClientMapTraslucent;
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#endif
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uniform sampler2D ShadowMapSamplerdynamic;
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void main() {
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#ifdef COLORED_SHADOWS
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vec2 first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).rg;
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vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r, 0.0);
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if (first_depth.r > depth_splitdynamics.r)
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first_depth = depth_splitdynamics;
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vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, gl_TexCoord[1].st).rg;
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gl_FragColor = vec4(first_depth.r, first_depth.g, depth_color.r, depth_color.g);
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#else
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float first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).r;
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float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r;
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first_depth = min(first_depth, depth_splitdynamics);
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gl_FragColor = vec4(first_depth, 0.0, 0.0, 1.0);
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#endif
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}
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@@ -1,9 +0,0 @@
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void main()
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{
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vec4 uv = vec4(gl_Vertex.xyz, 1.0) * 0.5 + 0.5;
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gl_TexCoord[0] = uv;
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gl_TexCoord[1] = uv;
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gl_TexCoord[2] = uv;
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gl_Position = vec4(gl_Vertex.xyz, 1.0);
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}
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