Source

Coin / build / msvc6 / data / shaders / vsm / VsmLookup.h

Jostein ef9405e 
Marius Kintel 3ba6b41 




























Lars J. Aas f9b3af0 









Lars J. Aas cd0c28c 
Lars J. Aas f9b3af0 







Lars J. Aas cd0c28c 
Lars J. Aas f9b3af0 

Lars J. Aas cd0c28c 


Lars J. Aas f9b3af0 


/**************************************************************************\
 * Copyright (c) Kongsberg Oil & Gas Technologies AS
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 * 
 * Redistributions of source code must retain the above copyright notice,
 * this list of conditions and the following disclaimer.
 * 
 * Redistributions in binary form must reproduce the above copyright
 * notice, this list of conditions and the following disclaimer in the
 * documentation and/or other materials provided with the distribution.
 * 
 * Neither the name of the copyright holder nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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\**************************************************************************/

#ifndef COIN_INTERNAL
#error this is a private header file
#endif /* !COIN_INTERNAL */

#ifndef SO_VSMLOOKUP_GLSL_H
#define SO_VSMLOOKUP_GLSL_H

static const char VSMLOOKUP_shadersource[] =
  "float VsmLookup(in vec4 map, in float dist, in float epsilon, float bleedthreshold)\n"
  "{\n"
  "  float mapdist = map.x;\n"
  "\n"
  "  // replace 0.0 with some factor > 0.0 to make the light affect even parts in shadow\n"
  "  float lit_factor = dist <= mapdist ? 1.0 : 0.0;\n"
  "  float E_x2 = map.y;\n"
  "  float Ex_2 = mapdist * mapdist;\n"
  "  float variance = min(max(E_x2 - Ex_2, 0.0) + epsilon, 1.0);\n"
  "\n"
  "  float m_d = mapdist - dist;\n"
  "  float p_max = variance / (variance + m_d * m_d);\n"
  "\n"
  "  p_max *= smoothstep(bleedthreshold, 1.0, p_max);\n"
  "\n"
  "  return max(lit_factor, p_max);\n"
  "}\n";

#endif /* ! SO_VSMLOOKUP_GLSL_H */