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OpenMW/files/shaders/compatibility/shadows_vertex.glsl
psi29a 4faa1bf3e8 Merge branch 'moo-bitch-get-out-my-hay' into 'master'
Don't use FFP-friendly texture image units for shadow maps

Closes #7102

See merge request OpenMW/openmw!2682
2023-02-25 23:12:32 +00:00

49 lines
1.9 KiB
GLSL

#define SHADOWS @shadows_enabled
#if SHADOWS
@foreach shadow_texture_unit_index @shadow_texture_unit_list
uniform mat4 shadowSpaceMatrix@shadow_texture_unit_index;
uniform int shadowTextureUnit@shadow_texture_unit_index;
varying vec4 shadowSpaceCoords@shadow_texture_unit_index;
#if @perspectiveShadowMaps
uniform mat4 validRegionMatrix@shadow_texture_unit_index;
varying vec4 shadowRegionCoords@shadow_texture_unit_index;
#endif
@endforeach
// Enabling this may reduce peter panning. Probably unnecessary.
const bool onlyNormalOffsetUV = false;
#endif // SHADOWS
void setupShadowCoords(vec4 viewPos, vec3 viewNormal)
{
#if SHADOWS
// This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner.
vec4 shadowOffset;
@foreach shadow_texture_unit_index @shadow_texture_unit_list
#if @perspectiveShadowMaps
shadowRegionCoords@shadow_texture_unit_index = validRegionMatrix@shadow_texture_unit_index * viewPos;
#endif
#if @disableNormalOffsetShadows
shadowSpaceCoords@shadow_texture_unit_index = shadowSpaceMatrix@shadow_texture_unit_index * viewPos;
#else
shadowOffset = vec4(viewNormal * @shadowNormalOffset, 0.0);
if (onlyNormalOffsetUV)
{
vec4 lightSpaceXY = viewPos + shadowOffset;
lightSpaceXY = shadowSpaceMatrix@shadow_texture_unit_index * lightSpaceXY;
shadowSpaceCoords@shadow_texture_unit_index.xy = lightSpaceXY.xy;
}
else
{
vec4 offsetViewPosition = viewPos + shadowOffset;
shadowSpaceCoords@shadow_texture_unit_index = shadowSpaceMatrix@shadow_texture_unit_index * offsetViewPosition;
}
#endif
@endforeach
#endif // SHADOWS
}