diff options
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 35 |
1 files changed, 21 insertions, 14 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 977cee5fcb..73268c1914 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -484,7 +484,7 @@ VERTEX_SHADER_CODE vec3 directional_diffuse = vec3(0.0); vec3 directional_specular = vec3(0.0); - light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),light_color_energy.rgb,roughness,directional_diffuse,directional_specular); + light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),light_color_energy.rgb,roughness,directional_diffuse,directional_specular); float diff_avg = dot(diffuse_light_interp.rgb,vec3(0.33333)); float diff_dir_avg = dot(directional_diffuse,vec3(0.33333)); @@ -1697,9 +1697,16 @@ FRAGMENT_SHADER_CODE vec3 light_attenuation=vec3(1.0); + float depth_z = -vertex.z; #ifdef LIGHT_DIRECTIONAL_SHADOW - if (gl_FragCoord.w > shadow_split_offsets.w) { +#ifdef LIGHT_USE_PSSM4 + if (depth_z < shadow_split_offsets.w) { +#elif defined(LIGHT_USE_PSSM2) + if (depth_z < shadow_split_offsets.y) { +#else + if (depth_z < shadow_split_offsets.x) { +#endif //LIGHT_USE_PSSM4 vec3 pssm_coord; float pssm_fade=0.0; @@ -1708,17 +1715,15 @@ FRAGMENT_SHADER_CODE float pssm_blend; vec3 pssm_coord2; bool use_blend=true; - vec3 light_pssm_split_inv = 1.0/shadow_split_offsets.xyz; - float w_inv = 1.0/gl_FragCoord.w; #endif #ifdef LIGHT_USE_PSSM4 - if (gl_FragCoord.w > shadow_split_offsets.y) { + if (depth_z < shadow_split_offsets.y) { - if (gl_FragCoord.w > shadow_split_offsets.x) { + if (depth_z < shadow_split_offsets.x) { highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); pssm_coord=splane.xyz/splane.w; @@ -1728,7 +1733,7 @@ FRAGMENT_SHADER_CODE splane=(shadow_matrix2 * vec4(vertex,1.0)); pssm_coord2=splane.xyz/splane.w; - pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv); + pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z); #endif } else { @@ -1739,14 +1744,14 @@ FRAGMENT_SHADER_CODE #if defined(LIGHT_USE_PSSM_BLEND) splane=(shadow_matrix3 * vec4(vertex,1.0)); pssm_coord2=splane.xyz/splane.w; - pssm_blend=smoothstep(light_pssm_split_inv.x,light_pssm_split_inv.y,w_inv); + pssm_blend=smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z); #endif } } else { - if (gl_FragCoord.w > shadow_split_offsets.z) { + if (depth_z < shadow_split_offsets.z) { highp vec4 splane=(shadow_matrix3 * vec4(vertex,1.0)); pssm_coord=splane.xyz/splane.w; @@ -1754,13 +1759,14 @@ FRAGMENT_SHADER_CODE #if defined(LIGHT_USE_PSSM_BLEND) splane=(shadow_matrix4 * vec4(vertex,1.0)); pssm_coord2=splane.xyz/splane.w; - pssm_blend=smoothstep(light_pssm_split_inv.y,light_pssm_split_inv.z,w_inv); + pssm_blend=smoothstep(shadow_split_offsets.y,shadow_split_offsets.z,depth_z); #endif } else { + highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0)); pssm_coord=splane.xyz/splane.w; - pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,gl_FragCoord.w); + pssm_fade = smoothstep(shadow_split_offsets.z,shadow_split_offsets.w,depth_z); #if defined(LIGHT_USE_PSSM_BLEND) use_blend=false; @@ -1776,7 +1782,7 @@ FRAGMENT_SHADER_CODE #ifdef LIGHT_USE_PSSM2 - if (gl_FragCoord.w > shadow_split_offsets.x) { + if (depth_z < shadow_split_offsets.x) { highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); pssm_coord=splane.xyz/splane.w; @@ -1786,13 +1792,13 @@ FRAGMENT_SHADER_CODE splane=(shadow_matrix2 * vec4(vertex,1.0)); pssm_coord2=splane.xyz/splane.w; - pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv); + pssm_blend=smoothstep(0.0,shadow_split_offsets.x,depth_z); #endif } else { highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0)); pssm_coord=splane.xyz/splane.w; - pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,gl_FragCoord.w); + pssm_fade = smoothstep(shadow_split_offsets.x,shadow_split_offsets.y,depth_z); #if defined(LIGHT_USE_PSSM_BLEND) use_blend=false; @@ -1834,6 +1840,7 @@ FRAGMENT_SHADER_CODE } + #endif //LIGHT_DIRECTIONAL_SHADOW #ifdef USE_VERTEX_LIGHTING |