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-rw-r--r--drivers/gles2/rasterizer_gles2.cpp136
-rw-r--r--drivers/gles2/rasterizer_gles2.h1
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp8
-rw-r--r--drivers/gles2/shader_compiler_gles2.h3
-rw-r--r--drivers/gles2/shaders/canvas.glsl78
5 files changed, 170 insertions, 56 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 05c977f344..b40eccb239 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -1033,32 +1033,33 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu
int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps()>0) ? img.get_mipmaps() +1 : 1;
- int w=img.get_width();
- int h=img.get_height();
+ //int w=img.get_width();
+ //int h=img.get_height();
int tsize=0;
for(int i=0;i<mipmaps;i++) {
int size,ofs;
- img.get_mipmap_offset_and_size(i,ofs,size);
+ int mm_w,mm_h;
+ img.get_mipmap_offset_size_and_dimensions(i,ofs,size,mm_w,mm_h);
if (texture->compressed) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] );
+ glCompressedTexImage2D( blit_target, i, format,mm_w,mm_h,0,size,&read[ofs] );
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
- glTexSubImage2D( blit_target, i, 0,0,w,h,format,GL_UNSIGNED_BYTE,&read[ofs] );
+ glTexSubImage2D( blit_target, i, 0,0,mm_w, mm_h,format,GL_UNSIGNED_BYTE,&read[ofs] );
} else {
- glTexImage2D(blit_target, i, internal_format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]);
+ glTexImage2D(blit_target, i, internal_format, mm_w, mm_h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]);
}
}
tsize+=size;
- w = MAX(1,w>>1);
- h = MAX(1,h>>1);
+ //w = MAX(Image::,w>>1);
+ //h = MAX(1,h>>1);
}
@@ -4611,6 +4612,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
if (fragment_flags.uses_texpixel_size) {
enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
}
+ if (light_flags.uses_shadow_color) {
+ enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n");
+ }
if (vertex_flags.uses_worldvec) {
enablers.push_back("#define USE_WORLD_VEC\n");
@@ -8559,6 +8563,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
#ifdef GLEW_ENABLED
glDrawBuffer(GL_NONE);
#endif
+
} else {
// We'll use a RGBA texture into which we pack the depth info
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0,
@@ -8567,6 +8572,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
// Attach the RGBA texture to FBO color attachment point
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, cls->depth, 0);
+ cls->rgba=cls->depth;
// Allocate 16-bit depth buffer
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
@@ -8845,10 +8851,14 @@ void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight* p_lights_with_s
int h = 10;
int w = viewport.width;
int ofs = h;
+
+ //print_line(" debug lights ");
while(light) {
+ // print_line("debug light");
if (light->shadow_buffer.is_valid()) {
+ // print_line("sb is valid");
CanvasLightShadow * sb = canvas_light_shadow_owner.get(light->shadow_buffer);
if (sb) {
glActiveTexture(GL_TEXTURE0);
@@ -9129,6 +9139,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);
+
bool reset_modulate=false;
bool prev_distance_field=false;
@@ -9253,7 +9264,9 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
_canvas_item_setup_shader_uniforms(material,shader_cache);
}
- if (material && material->unshaded) {
+ bool unshaded = material && material->shading_mode==VS::CANVAS_ITEM_SHADING_UNSHADED;
+
+ if (unshaded) {
canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,Color(1,1,1,1));
reset_modulate=true;
} else if (reset_modulate) {
@@ -9310,13 +9323,15 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
canvas_opacity = ci->final_opacity;
- _canvas_item_render_commands<false>(ci,current_clip,reclip);
- if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && (!material || !material->unshaded)) {
+ if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT)))
+ _canvas_item_render_commands<false>(ci,current_clip,reclip);
+
+ if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) {
CanvasLight *light = p_light;
bool light_used=false;
- bool subtract=false;
+ VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD;
while(light) {
@@ -9325,21 +9340,28 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
//intersects this light
- if (!light_used || subtract!=light->subtract) {
+ if (!light_used || mode!=light->mode) {
- subtract=light->subtract;
+ mode=light->mode;
- if (subtract) {
+ switch(mode) {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
-
- } else {
+ case VS::CANVAS_LIGHT_MODE_ADD: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case VS::CANVAS_LIGHT_MODE_SUB: {
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case VS::CANVAS_LIGHT_MODE_MIX: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ } break;
}
+
}
if (!light_used) {
@@ -9377,7 +9399,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX,light->light_shader_xform);
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS,light->light_shader_pos);
- canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,light->color);
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,Color(light->color.r*light->energy,light->color.g*light->energy,light->color.b*light->energy,light->color.a));
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height);
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse());
@@ -9857,9 +9879,9 @@ void RasterizerGLES2::free(const RID& p_rid) {
glDeleteFramebuffers(1,&cls->fbo);
glDeleteRenderbuffers(1,&cls->rbo);
glDeleteTextures(1,&cls->depth);
- if (!read_depth_supported) {
- glDeleteTextures(1,&cls->rgba);
- }
+ //if (!read_depth_supported) {
+ // glDeleteTextures(1,&cls->rgba);
+ //}
canvas_light_shadow_owner.free(p_rid);
memdelete(cls);
@@ -10365,6 +10387,62 @@ void RasterizerGLES2::_update_blur_buffer() {
}
#endif
+
+
+bool RasterizerGLES2::_test_depth_shadow_buffer() {
+
+
+ int size=16;
+
+ GLuint fbo;
+ GLuint rbo;
+ GLuint depth;
+
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ // Create a render buffer
+ glGenRenderbuffers(1, &rbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+
+ // Create a texture for storing the depth
+ glGenTextures(1, &depth);
+ glBindTexture(GL_TEXTURE_2D, depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ // Remove artifact on the edges of the shadowmap
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+
+
+ // We'll use a depth texture to store the depths in the shadow map
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+#ifdef GLEW_ENABLED
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#endif
+
+ // Attach the depth texture to FBO depth attachment point
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_TEXTURE_2D, depth, 0);
+
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ glDeleteFramebuffers(1,&fbo);
+ glDeleteRenderbuffers(1,&rbo);
+ glDeleteTextures(1,&depth);
+
+ return status == GL_FRAMEBUFFER_COMPLETE;
+
+}
+
void RasterizerGLES2::init() {
#ifdef GLEW_ENABLED
@@ -10437,7 +10515,7 @@ void RasterizerGLES2::init() {
#ifdef GLEW_ENABLED
- read_depth_supported=true;
+
pvr_supported=false;
etc_supported=false;
use_depth24 =true;
@@ -10455,7 +10533,10 @@ void RasterizerGLES2::init() {
use_anisotropic_filter=true;
float_linear_supported=true;
float_supported=true;
- use_rgba_shadowmaps=false;
+
+ read_depth_supported=_test_depth_shadow_buffer();
+ use_rgba_shadowmaps=!read_depth_supported;
+ //print_line("read depth support? "+itos(read_depth_supported));
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level);
anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0)));
@@ -10578,6 +10659,7 @@ void RasterizerGLES2::init() {
shadow_mat_ptr = material_owner.get(shadow_material);
overdraw_material = create_overdraw_debug_material();
copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index b7895ad82e..ad18c8e7a1 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -1288,6 +1288,7 @@ class RasterizerGLES2 : public Rasterizer {
void _copy_screen_quad();
void _copy_to_texscreen();
+ bool _test_depth_shadow_buffer();
Vector3 chunk_vertex;
Vector3 chunk_normal;
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index 8d378ceec1..69bd269948 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -266,6 +266,9 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
uses_normal=true;
}
+ if (vnode->name==vname_shadow) {
+ uses_shadow_color=true;
+ }
}
@@ -616,6 +619,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
uses_texpixel_size=false;
uses_worldvec=false;
vertex_code_writes_vertex=false;
+ uses_shadow_color=false;
uniforms=r_uniforms;
flags=&r_flags;
r_flags.use_color_interp=false;
@@ -651,6 +655,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
r_flags.uses_normal=uses_normal;
r_flags.uses_texpixel_size=uses_texpixel_size;
r_flags.uses_worldvec=uses_worldvec;
+ r_flags.uses_shadow_color=uses_shadow_color;
r_code_line=code;
r_globals_line=global_code;
@@ -827,7 +832,9 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
mode_replace_table[5]["LIGHT_VEC"]="light_vec";
mode_replace_table[5]["LIGHT_HEIGHT"]="light_height";
mode_replace_table[5]["LIGHT_COLOR"]="light";
+ mode_replace_table[5]["LIGHT_UV"]="light_uv";
mode_replace_table[5]["LIGHT"]="light_out";
+ mode_replace_table[5]["SHADOW"]="shadow_color";
mode_replace_table[5]["SCREEN_UV"]="screen_uv";
mode_replace_table[5]["POINT_COORD"]="gl_PointCoord";
mode_replace_table[5]["TIME"]="time";
@@ -857,5 +864,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
vname_normal="NORMAL";
vname_texpixel_size="TEXTURE_PIXEL_SIZE";
vname_world_vec="WORLD_VERTEX";
+ vname_shadow="SHADOW";
}
diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h
index 87722602fd..87016fd968 100644
--- a/drivers/gles2/shader_compiler_gles2.h
+++ b/drivers/gles2/shader_compiler_gles2.h
@@ -55,6 +55,7 @@ private:
bool uses_texpixel_size;
bool uses_worldvec;
bool vertex_code_writes_vertex;
+ bool uses_shadow_color;
Flags *flags;
StringName vname_discard;
@@ -74,6 +75,7 @@ private:
StringName vname_normal;
StringName vname_texpixel_size;
StringName vname_world_vec;
+ StringName vname_shadow;
Map<StringName,ShaderLanguage::Uniform> *uniforms;
@@ -110,6 +112,7 @@ public:
bool uses_normal;
bool uses_texpixel_size;
bool uses_worldvec;
+ bool uses_shadow_color;
};
Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL);
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index e6d2569977..c4f0847870 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -36,7 +36,7 @@ uniform vec2 normal_flip;
#endif
#ifdef USE_SHADOWS
-highp varying vec2 pos;
+varying highp vec2 pos;
#endif
#endif
@@ -161,11 +161,11 @@ varying vec4 local_rot;
#ifdef USE_SHADOWS
-uniform sampler2D shadow_texture;
+uniform highp sampler2D shadow_texture;
uniform float shadow_attenuation;
uniform highp mat4 shadow_matrix;
-highp varying vec2 pos;
+varying highp vec2 pos;
uniform float shadowpixel_size;
#ifdef SHADOW_ESM
@@ -230,12 +230,16 @@ FRAGMENT_SHADER_CODE
float att=1.0;
- vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color;
+ vec2 light_uv = light_uv_interp.xy;
+ vec4 light = texture2D(light_texture,light_uv) * light_color;
+#if defined(USE_LIGHT_SHADOW_COLOR)
+ vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
+#endif
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
{
- vec4 light_out=vec4(0.0,0.0,0.0,0.0);
+ vec4 light_out=light*color;
LIGHT_SHADER_CODE
color=light_out;
}
@@ -292,39 +296,51 @@ LIGHT_SHADER_CODE
}
- vec4 s = shadow_matrix * vec4(point,0.0,1.0);
+ highp vec4 s = shadow_matrix * highp vec4(point,0.0,1.0);
s.xyz/=s.w;
su=s.x*0.5+0.5;
sz=s.z*0.5+0.5;
- float shadow_attenuation;
+ highp float shadow_attenuation=0.0;
+
+#ifdef USE_DEPTH_SHADOWS
+
+#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).z)
+
+#else
+
+//#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
+#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
+
+#endif
+
+
#ifdef SHADOW_PCF5
- shadow_attenuation=0.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
shadow_attenuation/=5.0;
#endif
#ifdef SHADOW_PCF13
- shadow_attenuation += texture2D(shadow_texture,vec2(su,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*3.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*4.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*5.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su+shadowpixel_size*6.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*2.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*3.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*4.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*5.0,sh)).z<sz?0.0:1.0;
- shadow_attenuation += texture2D(shadow_texture,vec2(su-shadowpixel_size*6.0,sh)).z<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*3.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*4.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*5.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*6.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*3.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*4.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*5.0,sh))<sz?0.0:1.0;
+ shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*6.0,sh))<sz?0.0:1.0;
shadow_attenuation/=13.0;
#endif
@@ -336,8 +352,8 @@ LIGHT_SHADER_CODE
float unnormalized = su/shadowpixel_size;
float fractional = fract(unnormalized);
unnormalized = floor(unnormalized);
- float zc = texture2D(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh)).z;
- float zn = texture2D(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh)).z;
+ float zc = SHADOW_DEPTH(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh));
+ float zn = SHADOW_DEPTH(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh));
float z = mix(zc,zn,fractional);
shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0);
}
@@ -346,11 +362,15 @@ LIGHT_SHADER_CODE
#if !defined(SHADOW_PCF5) && !defined(SHADOW_PCF13) && !defined(SHADOW_ESM)
- shadow_attenuation = texture2D(shadow_texture,vec2(su+shadowpixel_size,sh)).z<sz?0.0:1.0;
+ shadow_attenuation = SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
#endif
- color.rgb*=shadow_attenuation;
+#if defined(USE_LIGHT_SHADOW_COLOR)
+ color=mix(shadow_color,color,shadow_attenuation);
+#else
+ color*=shadow_attenuation;
+#endif
//use shadows
#endif
}