Name NV_shadow_samplers_cube Name Strings GL_NV_shadow_samplers_cube Contributors Mathias Heyer, NVIDIA Greg Roth, NVIDIA Contacts Greg Roth, NVIDIA (groth 'at' nvidia 'dot' com) Status Complete Version Date: Aug 30, 2012 Revision: 4 Number OpenGL ES Extension #147 Dependencies Requires OpenGL ES 2.0. Written based on the wording of the OpenGL ES 2.0.25 Specification. Written based on the wording of The OpenGL ES Shading Language 1.00.14 Specification. Requires OES_depth_texture_cube_map and EXT_shadow_samplers. Overview This extension expands the shadow map capability described in EXT_shadow_samplers to include support for shadow samplers of cube map textures. New Procedures and Functions None New Tokens Returned in by glGetActiveUniform: GL_SAMPLER_CUBE_SHADOW_NV 0x8DC5 New GLSL defines #define GL_NV_shadow_samplers_cube 1 New GLSL sampler types samplerCubeShadowNV New GLSL functions float shadowCubeNV(samplerCubeShadowNV sampler, vec4 coord); Additions to Chapter 2 of the OpenGL ES 2.0.25 Specification (OpenGL ES Operation) Modify Section 2.10.4 (Shader Variables) In the final sentence on p. 36 add "SAMPLER_CUBE_SHADOW_NV" to the list of types that can be returned in the parameter of GetActiveUniform. Additions to OpenGL ES Shading Language 1.00.14 Specification Modify Section 4.1, (Basic Types): Append the following row to the unnamed table in section 4.1 Type Meaning --------------- --------------------------------------------------------- samplerCubeShadowNV a handle for accessing a Cube depth texture with comparison Modify section 4.5.3 (Default Precision Qualifiers): Add to the list of predeclared globally scoped default precision statements: "precision lowp samplerCubeShadowNV;" Modify section 8.7 (Texture Lookup Functions): Add the following new texture lookup function: The built-in texture lookup function shadowCubeNV is optional, and must be enabled by #extension GL_NV_shadow_samplers_cube : enable before being used. Syntax: float shadowCubeNV(samplerCubeShadowNV sampler, vec4 coord) Description: Use texture coordinate (coord.s, coord.t, coord.p) to do a depth comparison lookup on the depth cubemap bound to sampler, as described in section 3.7.14.1. The direction of the vector (coord.s, coord.t, coord.p) is used to select which face to do a two- dimensional texture lookup in, as described in section 3.7.5 of the OpenGL ES 2.0 specification. The fourth component of coord (coord.q) is used as the R value. The texture bound to sampler must be a depth cubemap, otherwise results are undefined. Issues (1) Should the result of the texture comparison be interpreted as a LUMINANCE, INTENSITY or ALPHA texel? RESOLVED: A scalar value is returned from the shadow lookup built-in function in the fragment shader, so it can be interpreted however desired. Revision History Rev. Date Author Changes ---- ------------- --------- ---------------------------------------- 4 30 Aug 2012 groth Added missing NV suffixes 3 28 Aug 2012 groth Minor copy edits 2 19 Aug 2012 groth Correct dependency and GLSL enable 1 12 Aug 2012 groth Initial GLES2 version from EXT_gpu_shader4.