NV_shadow_samplers_array

Name

NV_shadow_samplers_array

Name Strings

GL_NV_shadow_samplers_array

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 #146

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 NV_texture_array and EXT_shadow_samplers.

Overview

This extension expands the shadow map capability described in
EXT_shadow_samplers to include support for shadow samplers of 2D
array textures.

New Procedures and Functions

None

New Tokens

Returned in <type> by glGetActiveUniform:

    GL_SAMPLER_2D_ARRAY_SHADOW_NV                   0x8DC4

New GLSL defines

#define GL_NV_shadow_samplers_array 1

New GLSL sampler types

sampler2DArrayShadowNV

New GLSL functions

float shadow2DArrayNV(sampler2DArrayShadowNV 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_2D_ARRAY_SHADOW_NV" to
the list of types that can be returned in the <type> 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
---------------       ---------------------------------------------------------
sampler2DArrayShadowNV  a handle for accessing a 2D array 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 sampler2DArrayShadowNV;"

Modify section 8.7 (Texture Lookup Functions):

Add the following new texture lookup function:

The built-in texture lookup function shadow2DArrayNV is optional,
and must be enabled by

#extension GL_NV_shadow_samplers_array : enable

before being used.

Syntax:

  float shadow2DArrayNV(sampler2DArrayShadowNV sampler, vec4 coord)

Description:

Use texture coordinate (coord.s, coord.t) to do a depth comparison
lookup on an array layer of the depth texture bound to sampler, as
described in section 3.7.14.1. The layer to access is indicated by
the third coordinate (coord.p) and is computed by layer = max (0,
min(d - 1, floor (coord.p + 0.5)) where 'd' is the depth of the
texture array. The fourth component of coord (coord.q) is used as
the R value. The texture bound to sampler must be a depth texture,
or 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. Corrected a dependency
 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.