1#version 120
2uniform mat4 fg_ViewMatrix;
3uniform sampler2D depth_tex;
4uniform sampler2D normal_tex;
5uniform sampler2D color_tex;
6uniform sampler2D spec_emis_tex;
7uniform sampler2DShadow shadow_tex;
8uniform vec4 fg_SunDiffuseColor;
9uniform vec4 fg_SunSpecularColor;
10uniform vec3 fg_SunDirection;
11uniform vec3 fg_Planes;
12uniform int fg_ShadowNumber;
13uniform vec4 fg_ShadowDistances;
14
15uniform mat4 fg_ShadowMatrix_0;
16uniform mat4 fg_ShadowMatrix_1;
17uniform mat4 fg_ShadowMatrix_2;
18uniform mat4 fg_ShadowMatrix_3;
19
20uniform int filtering;
21varying vec3 ray;
22
23vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex );
24vec3 normal_decode(vec2 enc);
25
26vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
27{
28    vec4 coords;
29    vec2 shift = vec2( 0.0 );
30    int index = 4;
31    float factor = 0.5;
32    if (ecPosition.z > -fg_ShadowDistances.x) {
33        index = 1;
34        if (fg_ShadowNumber == 1)
35            factor = 1.0;
36        tint = vec4(0.0,1.0,0.0,1.0);
37        coords = fg_ShadowMatrix_0 * ecPosition;
38    } else if (ecPosition.z > -fg_ShadowDistances.y && fg_ShadowNumber > 1) {
39        index = 2;
40        shift = vec2( 0.0, 0.5 );
41        tint = vec4(0.0,0.0,1.0,1.0);
42        coords = fg_ShadowMatrix_1 * ecPosition;
43    } else if (ecPosition.z > -fg_ShadowDistances.z && fg_ShadowNumber > 2) {
44        index = 3;
45        shift = vec2( 0.5, 0.0 );
46        tint = vec4(1.0,1.0,0.0,1.0);
47        coords = fg_ShadowMatrix_2 * ecPosition;
48    } else if (ecPosition.z > -fg_ShadowDistances.w && fg_ShadowNumber > 3) {
49        shift = vec2( 0.5, 0.5 );
50        tint = vec4(1.0,0.0,0.0,1.0);
51        coords = fg_ShadowMatrix_3 * ecPosition;
52    } else {
53        return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border
54    }
55    coords.st *= factor;
56    coords.st += shift;
57    return coords;
58}
59void main() {
60    vec2 coords = gl_TexCoord[0].xy;
61    vec4 spec_emis = texture2D( spec_emis_tex, coords );
62    if ( spec_emis.a < 0.1 )
63        discard;
64    vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
65    vec3 viewDir = normalize(ray);
66    vec3 pos = position( viewDir, coords, depth_tex );
67
68    vec4 tint;
69    float shadow = 0.0;
70    if (filtering == 1) {
71        shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;
72    } else if (filtering == 2) {
73        shadow += 0.333 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos, 1.0), tint ) ).r;
74        shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
75        shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z,  0.002 * pos.z, 0), 1.0), tint ) ).r;
76        shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z,  0.002 * pos.z, 0), 1.0), tint ) ).r;
77        shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
78    } else {
79        float kernel[9] = float[9]( 36/256.0, 24/256.0, 6/256.0,
80                               24/256.0, 16/256.0, 4/256.0,
81                               6/256.0,  4/256.0, 1/256.0 );
82        for( int x = -2; x <= 2; ++x )
83          for( int y = -2; y <= 2; ++y )
84            shadow += kernel[int(abs(float(x))*3 + abs(float(y)))] * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.0025 * x * pos.z, -0.0025 * y * pos.z, 0), 1.0), tint ) ).r;
85    }
86    vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
87    lightDir = normalize( lightDir );
88    vec4 color_material = texture2D( color_tex, coords );
89    vec3 color = color_material.rgb;
90    vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;
91    vec3 halfDir = normalize( lightDir - viewDir );
92    vec3 Ispec = vec3(0.0);
93    vec3 Iemis = spec_emis.z * color;
94
95    float cosAngIncidence = clamp(dot(normal, lightDir), 0.0, 1.0);
96    float blinnTerm = clamp( dot( halfDir, normal ), 0.0, 1.0 );
97
98    if (cosAngIncidence > 0.0)
99        Ispec = pow( blinnTerm, spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
100
101    float matID = color_material.a * 255.0;
102    if (matID >= 254.0) // 254: Water, 255: Ubershader
103        Idiff += Ispec * spec_emis.x;
104
105    gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0);
106//    gl_FragColor = mix(tint, vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0), 0.92);
107}
108