Source

Coin / build / msvc8 / data / shaders / vsm / VsmLookup.h

/**************************************************************************\
 * Copyright (c) Kongsberg Oil & Gas Technologies AS
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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 */
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