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author | Daniel Stokes <kupomail@gmail.com> | 2012-05-01 06:50:17 +0400 |
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committer | Daniel Stokes <kupomail@gmail.com> | 2012-05-01 06:50:17 +0400 |
commit | ae4fda82b026ae6e2b003c1105f329b7e76582b0 (patch) | |
tree | 1dfe2a3f3e1dd3dabe22c51a96ffdc07575f1bc5 /source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl | |
parent | 7cb037db8628c0522fb8c143d461e2054b616771 (diff) |
Merging phase 1 of the BGE Harmony branch:
* Shadow color now usable in the BGE
* Simplified the shadow panel while "Blender Game" renderer is active
* Added variance shadow maps for the BGE
* Buffered shadows on sun lamps in the BGE (orthographic)
* Light textures in the BGE
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl b/source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl new file mode 100644 index 00000000000..4838289ff9e --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl @@ -0,0 +1,21 @@ +/** + * This fragment shader was initially found at http://fabiensanglard.net/shadowmappingVSM/index.php + */ + +varying vec4 v_position; + +void main() +{ + float depth = v_position.z / v_position.w; + depth = depth * 0.5 + 0.5; + + float moment1 = depth; + float moment2 = depth * depth; + + // Adjusting moments using partial derivative + float dx = dFdx(depth); + float dy = dFdy(depth); + moment2 += 0.25*(dx*dx+dy*dy); + + gl_FragColor = vec4(moment1, moment2, 0.0, 0.0); +} |