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authorDaniel Stokes <kupomail@gmail.com>2012-05-01 06:50:17 +0400
committerDaniel Stokes <kupomail@gmail.com>2012-05-01 06:50:17 +0400
commitae4fda82b026ae6e2b003c1105f329b7e76582b0 (patch)
tree1dfe2a3f3e1dd3dabe22c51a96ffdc07575f1bc5 /source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl
parent7cb037db8628c0522fb8c143d461e2054b616771 (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.glsl21
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);
+}