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lighttile_fp.glsl
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lighttile_fp.glsl
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/*
===========================================================================
Copyright (C) 2006-2011 Robert Beckebans <trebor_7@users.sourceforge.net>
This file is part of XreaL source code.
XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/* lighttile_fp.glsl */
#extension GL_ARB_uniform_buffer_object : require
#if __VERSION__ < 130
#extension GL_EXT_texture_integer : enable
#extension GL_EXT_gpu_shader4 : enable
#if defined( GL_EXT_texture_integer ) && defined( GL_EXT_gpu_shader4 )
#define HAVE_INTTEX 1
#endif
#else
#define HAVE_INTTEX 1
#endif
varying vec2 vPosition;
varying vec2 vTexCoord;
struct light {
vec3 center;
float radius;
vec3 color;
float type;
vec3 direction;
float angle;
};
layout(std140) uniform u_Lights {
light lights[ MAX_REF_LIGHTS ];
};
uniform int u_numLights;
uniform mat4 u_ModelMatrix;
uniform sampler2D u_DepthMap;
uniform int u_lightLayer;
const int numLayers = MAX_REF_LIGHTS / 256;
#if defined( HAVE_INTTEX )
#define idxs_t uvec4
#define idx_initializer uvec4(3)
#if __VERSION__ < 130
varying out uvec4 fragData;
#else
out uvec4 fragData;
#endif
void pushIdxs(in int idx, inout uvec4 idxs ) {
uvec4 bits = uvec4( idx >> 8, idx >> 6, idx >> 4, idx >> 2 ) & uvec4( 0x03 );
idxs = idxs << 2 | bits;
}
#define exportIdxs(x) fragData = ( x )
#else
#define idxs_t vec4
#define idx_initializer vec4(3.0)
void pushIdxs(in int idx, inout vec4 idxs ) {
vec4 bits = floor( vec4( idx ) * vec4( 1.0/256.0, 1.0/64.0, 1.0/16.0, 1.0/4.0 ) );
bits.yzw -= 4.0 * bits.xyz;
idxs = idxs * 4.0 + bits;
idxs -= 256.0 * floor( idxs * (1.0/256.0) ); // discard upper bits
}
#define exportIdxs(x) gl_fragColor = ( x ) * (1.0/255.0)
#endif
void lightOutsidePlane( in vec4 plane, inout vec3 center, inout float radius ) {
float dist = dot( plane, vec4( center, 1.0 ) );
if( dist >= radius ) {
radius = 0.0; // light completely outside plane
return;
}
if( dist >= 0.0 ) {
// light is outside plane, but intersects the volume
center = center - dist * plane.xyz;
radius = sqrt( radius * radius - dist * dist );
}
}
void main() {
vec2 minmax = texture2D( u_DepthMap, 0.5 * vPosition + 0.5 ).xy;
vec4 plane1 = normalize( vec4( -1.0, 0.0, vTexCoord.x - r_tileStep.x, 0.0 ) );
vec4 plane2 = normalize( vec4( 1.0, 0.0, -vTexCoord.x - r_tileStep.x, 0.0 ) );
vec4 plane3 = normalize( vec4( 0.0, -1.0, vTexCoord.y - r_tileStep.y, 0.0 ) );
vec4 plane4 = normalize( vec4( 0.0, 1.0, -vTexCoord.y - r_tileStep.y, 0.0 ) );
vec4 plane5 = vec4( 0.0, 0.0, 1.0, minmax.y );
vec4 plane6 = vec4( 0.0, 0.0, -1.0, -minmax.x );
idxs_t idxs = idx_initializer;
for( int i = u_lightLayer; i < u_numLights; i += numLayers ) {
vec3 center = ( u_ModelMatrix * vec4( lights[ i ].center, 1.0 ) ).xyz;
float radius = 2.0 * lights[ i ].radius;
// todo: better checks for spotlights
lightOutsidePlane( plane1, center, radius );
lightOutsidePlane( plane2, center, radius );
lightOutsidePlane( plane3, center, radius );
lightOutsidePlane( plane4, center, radius );
lightOutsidePlane( plane5, center, radius );
lightOutsidePlane( plane6, center, radius );
if( radius > 0.0 ) {
pushIdxs( i, idxs );
}
}
exportIdxs( idxs );
}