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void main(void) { vec4 texResult = texture2D(osgShadow_shadowTexture, gl_TexCoord[0].st ); float value = texResult.r; gl_FragColor = vec4( value, value, value, 0.8 )DShadow osgShadow_shadowTexture; uniform vec2 osgShadow_ambientBias; void main(void) { gl_FragColor = gl_Color * (osgShadow_ambientBias.x + shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[0] ) * oientBias.y); } ?4C>o:::cleanSceneGraph()) not implemented yet.::update(osg::NodeVisitor&) not implemented yet.::cull(osgUtl::CullVisitor&) not implemented yet.N3osg8CallbackEN9osgShadow15ShadowTechnique18CameraCullCallbackEN9osgShadow15ShadowTechniqueE??N9osgShadow13ShadowTextureE???>?o:N9osgShadow13ShadowedSceneEN9osgShadow14ShadowSettingsE?@N9osgShadow13SoftShadowMapE#define SAMPLECOUNT 64 #define SAMPLECOUNT_FLOAT 64.0 #define SAMPLECOUNT_D2 32 #define SAMPLECOUNT_D2_FLOAT 32.0 #define INV_SAMPLECOUNT (1.0 / SAMPLECOUNT_FLOAT) uniform sampler2D osgShadow_baseTexture; uniform sampler2DShadow osgShadow_shadowTexture; uniform sampler3D osgShadow_jitterTexture; uniform vec2 osgShadow_ambientBias; uniform float osgShadow_softnessWidth; uniform float osgShadow_jitteringScale; void main(void) { vec4 sceneShadowProj = gl_TexCoord[1]; float softFactor = osgShadow_softnessWidth * sceneShadowProj.w; vec4 smCoord = sceneShadowProj; vec3 jitterCoord = vec3( gl_FragCoord.xy / osgShadow_jitteringScale, 0.0 ); float shadow = 0.0; const float pass_div = 1.0 / (2.0 * 4.0); for ( int i = 0; i < 4; ++i ) { vec4 offset = 2.0 * texture3D( osgShadow_jitterTexture, jitterCoord ) -1.0; jitterCoord.z += 1.0 / SAMPLECOUNT_D2_FLOAT; smCoord.xy = sceneShadowProj.xy + (offset.xy) * softFactor; shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x * pass_div; smCoord.xy = sceneShadowProj.xy + (offset.zw) * softFactor; shadow += shadow2DProj( osgShadow_shadowTexture, smCoord ).x *pass_div; } if ( shadow * (shadow -1.0) != 0.0 ) { shadow *= pass_div; for (int i=0; iF?=@Buniform sampler2D baseTexture; uniform float enableBaseTexture; uniform sampler2DShadow shadowTexturefloat testZ = gl_FragCoord.z*2.0-1.0;float map0 = step(testZ, zShadow0); float fZOffSet = -0.001954; float term0 = (1.0-shadow0)*map0; ].xyz+vec3(0.0,0.0,fZOffSet) ).r;].xyz+vec3(-fTexelSize,-fTexelSize,fZOffSet) ).r;].xyz+vec3( fTexelSize,-fTexelSize,fZOffSet) ).r;].xyz+vec3( fTexelSize, fTexelSize,fZOffSet) ).r;].xyz+vec3(-fTexelSize, fTexelSize,fZOffSet) ).r; vec4 color = gl_Color*( 1.0 - sumTerm ) + (sumTerm)* gl_Color*vec4(c0,(1.0-c0)*c1,(1.0-c0)*(1.0-c1)*c2,1.0); color = color*0.75 + vec4(map0,0,0,1.0)*0.25; color = color*0.75 + vec4(map0,map1,0,1.0)*0.25; color = color*0.75 + vec4(map0,map1,map2,1.0)*0.25; color = color*0.75 + vec4(map0+map3,map1+map3,map2,1.0)*0.25; color = color*0.75 + vec4(map0+map3,map1+map3+map4,map2+map4,1.0)*0.25; color = color*0.75 + vec4(map0+map3+map5,map1+map3+map4,map2+map4+map5,1.0)*0.25; vec4 color = gl_Color; vec4 texcolor = texture2D(baseTexture,gl_TexCoord[0].st); float enableBaseTextureFilter = enableBaseTexture*(1.0 - step(texcolor.x+texcolor.y+texcolor.z+texcolor.a,0.0)); vec4 colorTex = color*texcolor; gl_FragColor.rgb = (((color*(ambientBias.x+1.0)*(1.0-enableBaseTextureFilter)) + colorTex*(1.0+ambientBias.x)*enableBaseTextureFilter)*(1.0-ambientBias.y*v)).rgb; gl_FragColor.a = (color*(1.0-enableBaseTextureFilter) + colorTex*enableBaseTextureFilter).a; ParallelSplitShadowMap: GLSL shader code:-------------------------------------------------------------------ParallelSplitShadowMap : Texture ID=basic_string: construction from null is not valid3CCLCCBCN9osgShadow22ParallelSplitShadowMap23FragmentShaderGeneratorEN9osgShadow22ParallelSplitShadowMapE@@=>@?{Gz?(\??@????????basic_string: construction from null is not validConvexPolyhedron::cut - Slicing face polygon returns points. Should be 2 (usually) or 1 (rarely).Leave ConvexPolyhedron::removeDuplicateVerticesConvexPolyhedron::transformClip - Slicing face polygon returns ConvexPolyhedron::transformClipcannot create std::deque larger than max_size()N3osg11MixinVectorINS_5Vec4fEEEN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE29ELi4ELi5126EEEN3osg11MixinVectorINS_5Vec3dEEEN3osg13TemplateArrayINS_5Vec3dELNS_5Array4TypeE31ELi3ELi5130EEE??Gh㈵>h㈵?ư>??????Side plane from edge extrude >uniform sampler2D texture; void main(void) { float f = texture2D( texture, vec3( gl_TexCoord[0].xy, 1.0).xy ).r; f = 256.0 * f; float fC = floor( f ) / 256.0; f = 256.0 * fract( f ); float fS = floor( f ) / 256.0; f = 256.0 * fract( f ); float fH = floor( f ) / 256.0; fS *= 0.5; fH = ( fH * 0.34 + 0.66 ) * ( 1.0 - fS ); vec3 rgb = vec3( ( fC > 0.5 ? ( 1.0 - fC ) : fC ), abs( fC - 0.333333 ), abs( fC - 0.666667 ) ); rgb = min( vec3( 1.0, 1.0, 1.0 ), 3.0 * rgb ); float fMax = max( max( rgb.r, rgb.g ), rgb.b ); fMax = 1.0 / fMax; vec3 color = fMax * rgb; gl_FragColor = vec4( fS + fH * color, 1 ) * gl_Color; } basic_string: construction from null is not validN9osgShadow14DebugShadowMap8ViewDataEN9osgShadow14DebugShadowMapEN9osgShadow14DebugShadowMap48DrawableDrawWithDepthShadowComparisonOffCallbackE$@$??{Gz?{Gz????6?@z??8?N9osgShadow26MinimalCullBoundsShadowMap8ViewDataEN9osgShadow26MinimalCullBoundsShadowMapE?????>uniform sampler2D texture; void main(void) { gl_FragColor = texture2D( texture, gl_TexCoord[0].xy ); } void main(void) { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } N9osgShadow26MinimalDrawBoundsShadowMap8ViewDataEN9osgShadow26MinimalDrawBoundsShadowMap22CameraPostDrawCallbackEN9osgShadow26MinimalDrawBoundsShadowMap18CameraCullCallbackEN9osgShadow26MinimalDrawBoundsShadowMapE???;??@@@?MinimalShadowMap::clampProjectionFarPlane failed - non standard matrix Awkward projection matrix. ComputeExtendedProjection failedN9osgShadow16MinimalShadowMap8ViewDataEN9osgShadow16MinimalShadowMapE?????????-DT!?>%s: __pos (which is %zu) > this->size() (which is %zu) // following expressions are auto modified - do not change them: // gl_TexCoord[0] 0 - can be subsituted with other index float DynamicShadow( ); uniform sampler2D baseTexture; void main(void) { vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor; vec4 color = texture2D( baseTexture, gl_TexCoord[0].xy ); color *= mix( colorAmbientEmissive, gl_Color, DynamicShadow() ); gl_FragColor = color; } // following expressions are auto modified - do not change them: // gl_TexCoord[1] 1 - can be subsituted with other index uniform sampler2DShadow shadowTexture; float DynamicShadow( ) { return shadow2DProj( shadowTexture, gl_TexCoord[1] ).r; } N9osgShadow17StandardShadowMap8ViewDataEN9osgShadow17StandardShadowMapE??̌?@???o:4C>N9osgShadow28ViewDependentShadowTechnique8ViewDataEN9osgShadow28ViewDependentShadowTechniqueEViewDependentShadowMap::ShadowData::releaseGLObjectsViewDependentShadowMap::init()ViewDependentShadowMap::cleanSceneGraph() Directional light, lightPos= Positional light, lightPos=standardShadowMapCameraSettings()View direction and Light direction below toleranceWarning nothing available to create shadowsselectActiveLights osgUtil::RenderStage=ViewDependentData::ViewDependentData()computeLightViewFrustumPolytope()Which frustum edges are active?, no need to flip boundary edge assignTexGenSettings() textureUnit=Projection matrix after clamping perspective light space projection not yet supported.VDSMCameraCullCallback::operator()(osg::Node* RTT Projection matrix after clamping ViewDependentShadowMap::update(osg::NodeVisitor& selectStateSetForRenderingShadow() ViewDependentShadowMap::cull(osg::CullVisitor&Warning, init() has not yet been called so ShadowCastingStateSet has not been setup yet, unable to create shadows.Warning, now ViewDependentData created, unable to create shadows.Just done main subgraph traversak is greater than maximum supported, falling back to 2.Polytope empty no shadow to renderNo valid Camera settings, no shadow to renderAngle between view vector and eye Eye point inside light space clip region Taking ShadowData from from of previous_sdlShadow texture unit is invalid for texgen, will not be used.ViewDependentShadowMap::createShaders()No shaders provided by, user must supply own shadersWarning Billboards not yet supportedN9osgShadow22ViewDependentShadowMap9LightDataEN9osgShadow22ViewDependentShadowMap10ShadowDataEN9osgShadow22ViewDependentShadowMap17ViewDependentDataEN9osgShadow22ViewDependentShadowMapE22VDSMCameraCullCallback23ComputeLightSpaceBoundsuniform sampler2D baseTexture; uniform int baseTextureUnit; uniform sampler2DShadow shadowTexture0; uniform int shadowTextureUnit0; uniform sampler2DShadow shadowTexture1; uniform int shadowTextureUnit1; void main(void) { vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor; vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy ); float shadow0 = shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r; float shadow1 = shadow2DProj( shadowTexture1, gl_TexCoord[shadowTextureUnit1] ).r; color *= mix( colorAmbientEmissive, gl_Color, shadow0*shadow1 ); gl_FragColor = color; } uniform sampler2D baseTexture; uniform int baseTextureUnit; uniform sampler2DShadow shadowTexture0; uniform int shadowTextureUnit0; void main(void) { vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor; vec4 color = texture2D( baseTexture, gl_TexCoord[baseTextureUnit].xy ); color *= mix( colorAmbientEmissive, gl_Color, shadow2DProj( shadowTexture0, gl_TexCoord[shadowTextureUnit0] ).r ); gl_FragColor = color; } ???????f@d@-DT! @-C6?ư>?G7@-DT!?3Ey?@?{Gz??>@̌?].dotProductNormal(lightDir)=VDSM second : _renderStage = OpenSceneGraph Shadow Library planes.getResultMask() = ::init() not implemented yet Need to assign state for ConvexPolyhedron::transform,testZ)*step(testZ, zShadow, frustum.centerNearPlane, already used, ignore light float fTexelSize=cv->getProjectionMatrix()=cullShadowReceivingScene()MinimalDrawBoundsShadowMapMinimalCullBoundsShadowMap = shadow2D( shadowTexturevector::_M_realloc_insertvector::_M_default_appenduniform vec2 ambientBias;numShadowMapsPerLight of ConvexPolyhedron::extrudeosgShadow_jitteringScalecullShadowCastingScene()LightPointSpriteDrawable, flipped boundary edge cornerInLightCoords= sumTerm=sumTerm+termvector::_M_range_insertosgShadow_softnessWidthosgShadow_jitterTexturePushing custom PolytopePopping custom Polytopevector::_M_fill_insert].distance(lightPos3)=ViewDependentShadowMapParallelSplitShadowMap float sumTerm=0.0; Need remove side uniform float zShadowCreate new ShadowDataAlmost infinite planebasic_string::append, osg::NodeVisitor* planes.size() = float v = clamp(modelCenterInLight= = step(0.25,shadow float shadowOrgselectActiveLightsRTT Projection matrix LightPointDrawable = ( 2.0*shadowOrg ShadowData for shadowTextureUnitgl_TextureMatrix[enableBaseTextureStandardShadowMap new LightPos = new LightDir = resultMask = float shadow3 float shadow2 float shadow1 float shadow0 float c2=0.0; float c1=0.0; float c0=0.0;shadowCamFrustumgl_MultiTexCoordMinimalShadowMapClampping fov = , face_b_active=, face_a_active= in lightcoords Light matrix vector::reservebefore bs xMin=baseTextureUnitViewDependentShadowTechniqueComputed fov = mainCamFrustumafter bs xMin=ShadowSettingsInternal Edge Frustum zNear=DebugShadowMapBoundary Edge float termosgShadow_shadowTexturerandomTexturegl_EyePlaneT[gl_EyePlaneS[gl_EyePlaneR[gl_EyePlaneQ[ShadowedSceneShadowTexturelightPos3 = ,gl_TexCoord[frustum.eye=Ortho zNear=NodeCallback*(1.0-shadow distance = Resolution= corner = plane lightDir = osgShadow_baseTextureosgShadow_ambientBiasaddUniform(NodeVisitor, lightDir=, corner_b=, corner_a=bb invalidStateGraphLight num , sqrt_nf=, maxZFar= + shadow3 + shadow2 + shadow1 + shadow0 corner center osgShadowminZNear=float map].xyz).r;SoftShadowMap, zFar = planes[Calculated zNear = extendedViewDataDrawCallback texgen= radius= = step(zShadowzMax = textureosgUtilfrustumeye_ls=, zMin=, zMax=, zFar=, yMin=, yMax=, xMax= float shadowbottomMatrix)/6.0;%s%d%s = mapsceneright mid= czMinzMaxyMinyMaxxMinxMax=termscannearne=(me=(leftfe=(, f= n=toposgofffar + on; %d}{],0.0,1.0);,+void main(void))   4C; >Zy nSs  Ea 4C $7 )<OQ1< X  3  f        ,=b'?  7t De{Q@)@ @.$.@/@02@38$/QL    ,  }YD8G k~3@] k~98G8GGcGc   G +   H   n $7 )<OAQ/ /##/$&J/'/),H/9yNYy: &9@r: )<O $7 )<O $7 )<O' 6x ,=b'?vt         =         F +> )<OlDDDD"D$D,D,BD- D9D9D@$DADBDBFDCDCD   F8;;%;%;;&;(;0;4u8T;99;;:'9<<::::::: : < : < : < : <;:;::#;::;:;;#;;;;;;;;;(;</;;;;8;; ; <!N;"<";(:0;0:0:1:1:1:2:2:2;3;3;3;4;4:4$:70:8:8:8D;9:9: ?  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