2013-08-29 11:45:22 +09:00

70 lines
2.1 KiB
GLSL

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
uniform sampler2DShadow shadowMapTexture1;
uniform sampler2DShadow shadowMapTexture2;
uniform sampler2DShadow shadowMapTexture3;
varying vec4 shadowMapCoord1;
varying vec4 shadowMapCoord2;
varying vec4 shadowMapCoord3;
// varying vec4 shadowMapViewPos;
#define shadowMapViewPosZ shadowMapCoord1.w
bool DepthValidateRange(vec4 coord){
return all(lessThanEqual(abs(coord.xy-vec2(0.5)), vec2(0.5)));
}
float VisibilityOfSunLight_Model() {
if(/*DepthValidateRange(shadowMapCoord1)*/ shadowMapViewPosZ > -12.){
vec4 scoord = shadowMapCoord1.xyzw;
float v = shadow2D(shadowMapTexture1, scoord.xyz).x;
return v;
}else if(/*DepthValidateRange(shadowMapCoord2)*/ shadowMapViewPosZ > -40.){
vec4 scoord = shadowMapCoord2.xyzw;
float v = shadow2D(shadowMapTexture2, scoord.xyz).x;
return v;
}else {
vec4 scoord = shadowMapCoord3.xyzw;
float v = shadow2D(shadowMapTexture3, scoord.xyz).x;
return v;
}
}
void VisibilityOfSunLight_Model_Debug() {
if(DepthValidateRange(shadowMapCoord1)){
vec4 scoord = shadowMapCoord1.xyzw;
float v = shadow2D(shadowMapTexture1, scoord.xyz).x;
gl_FragColor = vec4(v, 0., 0., 1.);
}else if(DepthValidateRange(shadowMapCoord2)){
vec4 scoord = shadowMapCoord2.xyzw;
float v = shadow2D(shadowMapTexture2, scoord.xyz).x;
gl_FragColor = vec4(0., v, 0., 1.);
}else {
vec4 scoord = shadowMapCoord3.xyzw;
float v = shadow2D(shadowMapTexture3, scoord.xyz).x;
gl_FragColor = vec4(0., 0., v, 1.);
}
}