]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
UNMERGE
authorhavoc havoc@d7cf8633-e32d-0410-b094-e92efae38249 <>
Fri, 17 Sep 2010 14:19:14 +0000 (14:19 +0000)
committerRudolf Polzer <divverent@alientrap.org>
Fri, 24 Sep 2010 20:00:06 +0000 (22:00 +0200)
fix some bugs in the HLSL shader, mostly to do with r_shadow_deferred
change texture unit for shadowmaps to 15 rather than 11 because this fixes a conflict between r_shadow_deferred 1 and r_shadows 2

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10471 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::unmerge=30d2b84076b90be73d1838f1c396edcfd9989c69

gl_rmain.c
r_shadow.c
render.h

index 9f8ab2401d274003ed2d2d5a1a0f999274bc1c60..94438fc01e868924ef632c7ed2fa45dde3f50b5a 100644 (file)
@@ -1833,9 +1833,9 @@ const char *builtincgshaderstring =
 ")\n"
 "{\n"
 "//    float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
-"      float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
+"      float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n"
 "      temp.yz -= floor(temp.yz);\n"
-"      gl_FragColor = temp;\n"
+"      gl_FragColor = float4(temp,0);\n"
 "//    gl_FragColor = float4(Depth,0,0,0);\n"
 "}\n"
 "#endif\n"
@@ -2468,7 +2468,7 @@ const char *builtincgshaderstring =
 "#endif\n"
 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
+"out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
 ")\n"
 "{\n"
 "      TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
@@ -2491,9 +2491,8 @@ const char *builtincgshaderstring =
 "\n"
 "      VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
 "      VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
-"      VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
+"      VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
 "      gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
-"      VectorR.w = gl_Position.z;\n"
 "}\n"
 "#endif // VERTEX_SHADER\n"
 "\n"
@@ -2504,7 +2503,7 @@ const char *builtincgshaderstring =
 "float3 EyeVector : TEXCOORD2,\n"
 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
-"float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
+"float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
 "uniform sampler Texture_Normal : register(s0),\n"
 "#ifdef USEALPHAKILL\n"
 "uniform sampler Texture_Color : register(s1),\n"
@@ -2518,12 +2517,7 @@ const char *builtincgshaderstring =
 "uniform float OffsetMapping_Scale : register(c24),\n"
 "#endif\n"
 "uniform half SpecularPower : register(c36),\n"
-"#ifdef HLSL\n"
-"out float4 gl_FragData0 : COLOR0,\n"
-"out float4 gl_FragData1 : COLOR1\n"
-"#else\n"
 "out float4 gl_FragColor : COLOR\n"
-"#endif\n"
 ")\n"
 "{\n"
 "      float2 TexCoord = TexCoordBoth.xy;\n"
@@ -2553,16 +2547,7 @@ const char *builtincgshaderstring =
 "      float a = tex2D(Texture_Gloss, TexCoord).a;\n"
 "#endif\n"
 "\n"
-"#ifdef HLSL\n"
-"      gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
-"      float Depth = VectorR.w / 256.0;\n"
-"      float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
-"//    float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
-"      depthcolor.yz -= floor(depthcolor.yz);\n"
-"      gl_FragData1 = depthcolor;\n"
-"#else\n"
 "      gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
-"#endif\n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"
 "#else // !MODE_DEFERREDGEOMETRY\n"
@@ -2615,9 +2600,9 @@ const char *builtincgshaderstring =
 "\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
+"uniform sampler Texture_ShadowMap2D : register(s11),\n"
 "# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
+"uniform sampler Texture_ShadowMap2D : register(s11),\n"
 "# endif\n"
 "#endif\n"
 "\n"
@@ -2638,11 +2623,7 @@ const char *builtincgshaderstring =
 "      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
 "      //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
 "      float3 position;\n"
-"#ifdef HLSL\n"
-"      position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
-"#else\n"
 "      position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
-"#endif\n"
 "      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
 "      // decode viewspace pixel normal\n"
 "      half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
@@ -2662,19 +2643,19 @@ const char *builtincgshaderstring =
 "      // calculate directional shading\n"
 "      float3 eyevector = position * -1.0;\n"
 "#  ifdef USEEXACTSPECULARMATH\n"
-"      half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
+"      half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
 "#  else\n"
 "      half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
-"      half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
+"      half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
 "#  endif\n"
 "#endif\n"
 "\n"
 "#if defined(USESHADOWMAP2D)\n"
-"      fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"      fade *= ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
 "#ifdef USESHADOWMAPVSDCT\n"
 ", Texture_CubeProjection\n"
 "#endif\n"
-"      ));\n"
+"      );\n"
 "#endif\n"
 "\n"
 "#ifdef USEDIFFUSE\n"
@@ -2923,8 +2904,6 @@ const char *builtincgshaderstring =
 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
 "#endif\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
-"uniform sampler Texture_ScreenDepth : register(s13),\n"
-"uniform sampler Texture_ScreenNormalMap : register(s14),\n"
 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
 "#endif\n"
@@ -2984,9 +2963,9 @@ const char *builtincgshaderstring =
 "\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef USESHADOWSAMPLER\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
+"uniform sampler Texture_ShadowMap2D : register(s11),\n"
 "# else\n"
-"uniform sampler Texture_ShadowMap2D : register(s15),\n"
+"uniform sampler Texture_ShadowMap2D : register(s11),\n"
 "# endif\n"
 "#endif\n"
 "\n"
@@ -3189,15 +3168,13 @@ const char *builtincgshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USESHADOWMAPORTHO\n"
-"      color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
+"      color.rgb *= ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale);\n"
 "#endif\n"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
 "      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
 "      color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
 "      color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
-"//    color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
-"//    color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
 "#endif\n"
 "\n"
 "#ifdef USEGLOW\n"
@@ -3761,7 +3738,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
                if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
                if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
-               if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
+               if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
                if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
                if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
                if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
@@ -4508,7 +4485,7 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
                psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
        }
-       if ((!vsbin && vertstring) || (!psbin && fragstring))
+       if (debugshader || (!vsbin && vertstring) || (!psbin && fragstring))
        {
                const char* dllnames_d3dx9 [] =
                {
@@ -4601,11 +4578,14 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                else
                        Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
        }
-       if (vsbin && psbin)
+       if (vsbin)
        {
                vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
                if (FAILED(vsresult))
                        Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
+       }
+       if (psbin)
+       {
                psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
                if (FAILED(psresult))
                        Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
@@ -5086,7 +5066,6 @@ extern int r_shadow_prepass_width;
 extern int r_shadow_prepass_height;
 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
-extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
 extern cvar_t gl_mesh_separatearrays;
@@ -5657,7 +5636,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
+                       R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
                        if (rsurface.rtlight)
                        {
                                if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
@@ -5813,7 +5792,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
+                       if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
                        if (rsurface.rtlight)
                        {
                                if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
@@ -6062,10 +6041,10 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
 
                R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
-               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
+               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
                R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
-               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
+               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
                R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
 #endif
                break;
index 45fe5c9f3ede0f85553c352cc7112cd5bf7d83b8..1fc6410b56b806f3a6bc6c7b95edfdc9a001a259 100644 (file)
@@ -254,7 +254,6 @@ GLuint r_shadow_prepasslightingfbo;
 int r_shadow_prepass_width;
 int r_shadow_prepass_height;
 rtexture_t *r_shadow_prepassgeometrydepthtexture;
-rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
 rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 rtexture_t *r_shadow_prepasslightingdiffusetexture;
 rtexture_t *r_shadow_prepasslightingspeculartexture;
@@ -3852,10 +3851,6 @@ static void R_Shadow_FreeDeferred(void)
                R_FreeTexture(r_shadow_prepassgeometrydepthtexture);
        r_shadow_prepassgeometrydepthtexture = NULL;
 
-       if (r_shadow_prepassgeometrydepthcolortexture)
-               R_FreeTexture(r_shadow_prepassgeometrydepthcolortexture);
-       r_shadow_prepassgeometrydepthcolortexture = NULL;
-
        if (r_shadow_prepassgeometrynormalmaptexture)
                R_FreeTexture(r_shadow_prepassgeometrynormalmaptexture);
        r_shadow_prepassgeometrynormalmaptexture = NULL;
@@ -3887,9 +3882,9 @@ void R_Shadow_DrawPrepass(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(1,1,1,1);
        GL_DepthTest(true);
-       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
+       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
        Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
-       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, clearcolor, 1.0f, 0);
        if (r_timereport_active)
                R_TimeReport("prepasscleargeom");
 
@@ -3997,21 +3992,13 @@ void R_Shadow_PrepareLights(void)
                        r_shadow_prepass_width = vid.width;
                        r_shadow_prepass_height = vid.height;
                        r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
-                       switch (vid.renderpath)
-                       {
-                       case RENDERPATH_D3D9:
-                               r_shadow_prepassgeometrydepthcolortexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrydepthcolormap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
-                               break;
-                       default:
-                               break;
-                       }
                        r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
                        r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
                        r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
                        r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
-                       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, r_shadow_prepassgeometrydepthcolortexture, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
                        // render depth into one texture and normalmap into the other
                        if (qglDrawBuffersARB)
                        {
index 7a5f846666762a8cbc27313010ca453beb7cb9d8..00a93ed9ccf82b8f733bf1e9aa7118f54a76893d 100644 (file)
--- a/render.h
+++ b/render.h
@@ -500,8 +500,11 @@ typedef enum gl20_texunit_e
        // conflicts with lightmap/deluxemap
        GL20TU_ATTENUATION = 9,
        GL20TU_CUBE = 10,
-       GL20TU_SHADOWMAP2D = 15,
+       GL20TU_SHADOWMAP2D = 11,
        GL20TU_CUBEPROJECTION = 12,
+       // orthographic-projection shadowmapping
+       GL20TU_SHADOWMAPORTHORECT = 15,
+       GL20TU_SHADOWMAPORTHO2D = 15,
        // rtlight prepass data (screenspace depth and normalmap)
        GL20TU_SCREENDEPTH = 13,
        GL20TU_SCREENNORMALMAP = 14,