/** * @file avatarAlphaF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ #extension GL_ARB_texture_rectangle : enable uniform sampler2D diffuseMap; uniform sampler2DRectShadow shadowMap0; uniform sampler2DRectShadow shadowMap1; uniform sampler2DRectShadow shadowMap2; uniform sampler2DRectShadow shadowMap3; uniform sampler2D noiseMap; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; uniform vec2 shadow_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_position; varying vec3 vary_normal; uniform float shadow_bias; float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; stc.z += shadow_bias; float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); return shadow/5.0; } void main() { float shadow = 1.0; vec4 pos = vec4(vary_position, 1.0); vec3 norm = normalize(vary_normal); //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; vec4 spos = pos; if (spos.z > -shadow_clip.w) { vec4 lpos; if (spos.z < -shadow_clip.z) { lpos = shadow_matrix[3]*spos; lpos.xy *= shadow_res; shadow = pcfShadow(shadowMap3, lpos, 1.5); shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } else if (spos.z < -shadow_clip.y) { lpos = shadow_matrix[2]*spos; lpos.xy *= shadow_res; shadow = pcfShadow(shadowMap2, lpos, 1.5); } else if (spos.z < -shadow_clip.x) { lpos = shadow_matrix[1]*spos; lpos.xy *= shadow_res; shadow = pcfShadow(shadowMap1, lpos, 1.5); } else { lpos = shadow_matrix[0]*spos; lpos.xy *= shadow_res; shadow = pcfShadow(shadowMap0, lpos, 1.5); } } vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a); vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); gl_FragColor = color; }