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@@ -441,7 +441,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
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return mix(vec3(dielectric), albedo, vec3(metallic));
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}
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-void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
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+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
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#ifdef LIGHT_BACKLIGHT_USED
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vec3 backlight,
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#endif
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@@ -481,7 +481,7 @@ LIGHT_SHADER_CODE
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/* clang-format on */
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#else
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- float NdotL = dot(N, L);
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+ float NdotL = min(A + dot(N, L), 1.0);
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float cNdotL = max(NdotL, 0.0); // clamped NdotL
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float NdotV = dot(N, V);
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float cNdotV = max(NdotV, 0.0);
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@@ -491,11 +491,11 @@ LIGHT_SHADER_CODE
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#endif
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#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
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- float cNdotH = max(dot(N, H), 0.0);
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+ float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
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#endif
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#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
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- float cLdotH = max(dot(L, H), 0.0);
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+ float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
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#endif
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if (metallic < 1.0) {
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@@ -613,7 +613,7 @@ LIGHT_SHADER_CODE
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#elif defined(SPECULAR_PHONG)
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vec3 R = normalize(-reflect(L, N));
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- float cRdotV = max(0.0, dot(R, V));
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+ float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float phong = pow(cRdotV, shininess);
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phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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@@ -686,6 +686,24 @@ LIGHT_SHADER_CODE
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#ifndef USE_NO_SHADOWS
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+const vec2 shadow_poisson_disk[16] = vec2[](
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+ vec2(-0.94201624, -0.39906216),
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+ vec2(0.94558609, -0.76890725),
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+ vec2(-0.094184101, -0.92938870),
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+ vec2(0.34495938, 0.29387760),
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+ vec2(-0.91588581, 0.45771432),
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+ vec2(-0.81544232, -0.87912464),
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+ vec2(-0.38277543, 0.27676845),
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+ vec2(0.97484398, 0.75648379),
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+ vec2(0.44323325, -0.97511554),
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+ vec2(0.53742981, -0.47373420),
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+ vec2(-0.26496911, -0.41893023),
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+ vec2(0.79197514, 0.19090188),
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+ vec2(-0.24188840, 0.99706507),
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+ vec2(-0.81409955, 0.91437590),
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+ vec2(0.19984126, 0.78641367),
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+ vec2(0.14383161, -0.14100790));
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+
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float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
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vec2 pos = coord.xy;
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@@ -725,6 +743,51 @@ float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
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return 0;
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}
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+float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
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+
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+ //find blocker
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+ float blocker_count = 0.0;
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+ float blocker_average = 0.0;
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+
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+ mat2 poisson_rotate;
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+
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+ {
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+ float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
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+ float sr = sin(r);
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+ float cr = cos(r);
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+ poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
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+ }
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+
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+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
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+ vec2 suv = pssm_coord.xy + (poisson_rotate * shadow_poisson_disk[i]) * tex_scale;
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+ float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
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+ if (d < pssm_coord.z) {
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+ blocker_average += d;
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+ blocker_count += 1.0;
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+ }
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+ }
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+
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+ if (blocker_count > 0.0) {
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+
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+ //blockers found, do soft shadow
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+ blocker_average /= blocker_count;
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+ float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
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+ tex_scale *= penumbra;
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+
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+ float s = 0.0;
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+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
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+ vec2 suv = pssm_coord.xy + (poisson_rotate * shadow_poisson_disk[i]) * tex_scale;
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+ s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
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+ }
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+
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+ return s / float(scene_data.shadow_blocker_count);
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+
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+ } else {
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+ //no blockers found, so no shadow
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+ return 1.0;
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+ }
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+}
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+
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#endif //USE_NO_SHADOWS
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void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
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@@ -760,6 +823,13 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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vec3 shadow_attenuation = vec3(1.0);
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vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
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color_specular.rgb *= attenuation_energy.y;
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+ float size_A = 0.0;
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+
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+ if (lights.data[idx].size > 0.0) {
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+
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+ float t = lights.data[idx].size / max(0.001, light_length);
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+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
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+ }
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#ifdef LIGHT_TRANSMITTANCE_USED
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float transmittance_z = transmittance_depth; //no transmittance by default
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@@ -773,7 +843,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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vec4 v = vec4(vertex, 1.0);
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vec4 splane = (lights.data[idx].shadow_matrix * v);
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- float shadow_len = length(splane.xyz);
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+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
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{
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vec3 nofs = normal_interp * lights.data[idx].shadow_normal_bias / lights.data[idx].inv_radius;
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@@ -782,26 +852,126 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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splane = (lights.data[idx].shadow_matrix * v);
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}
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- splane.xyz = normalize(splane.xyz);
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- vec4 clamp_rect = lights.data[idx].atlas_rect;
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+ float shadow;
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+
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+ if (lights.data[idx].soft_shadow_size > 0.0) {
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+ //soft shadow
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+
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+ //find blocker
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+
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+ float blocker_count = 0.0;
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+ float blocker_average = 0.0;
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+
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+ mat2 poisson_rotate;
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+
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+ {
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+ float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
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+ float sr = sin(r);
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+ float cr = cos(r);
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+ poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
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+ }
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+
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+ vec3 normal = normalize(splane.xyz);
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+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
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+ vec3 tangent = normalize(cross(v0, normal));
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+ vec3 bitangent = normalize(cross(tangent, normal));
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+ float z_norm = shadow_len * lights.data[idx].inv_radius;
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+
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+ tangent *= lights.data[idx].soft_shadow_size;
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+ bitangent *= lights.data[idx].soft_shadow_size;
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- if (splane.z >= 0.0) {
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+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
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+ vec2 poisson = (poisson_rotate * shadow_poisson_disk[i]);
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+ vec3 pos = splane.xyz + tangent * poisson.x + bitangent * poisson.y;
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- splane.z += 1.0;
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+ pos = normalize(pos);
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+ vec4 uv_rect = lights.data[idx].atlas_rect;
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- clamp_rect.y += clamp_rect.w;
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+ if (pos.z >= 0.0) {
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+ pos.z += 1.0;
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+ uv_rect.y += uv_rect.w;
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+ } else {
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+
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+ pos.z = 1.0 - pos.z;
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+ }
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+
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+ pos.xy /= pos.z;
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+
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+ pos.xy = pos.xy * 0.5 + 0.5;
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+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
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+
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+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r;
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+ if (d < z_norm) {
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+ blocker_average += d;
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+ blocker_count += 1.0;
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+ }
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+ }
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+
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+ if (blocker_count > 0.0) {
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+
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+ //blockers found, do soft shadow
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+ blocker_average /= blocker_count;
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+ float penumbra = (z_norm - blocker_average) / blocker_average;
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+ tangent *= penumbra;
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+ bitangent *= penumbra;
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+
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+ z_norm -= lights.data[idx].inv_radius * lights.data[idx].shadow_bias;
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+
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+ shadow = 0.0;
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+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
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+
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+ vec2 poisson = (poisson_rotate * shadow_poisson_disk[i]);
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+ vec3 pos = splane.xyz + tangent * poisson.x + bitangent * poisson.y;
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+
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+ pos = normalize(pos);
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+ vec4 uv_rect = lights.data[idx].atlas_rect;
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+
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+ if (pos.z >= 0.0) {
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+
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+ pos.z += 1.0;
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+ uv_rect.y += uv_rect.w;
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+ } else {
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+
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+ pos.z = 1.0 - pos.z;
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+ }
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+
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+ pos.xy /= pos.z;
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+
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+ pos.xy = pos.xy * 0.5 + 0.5;
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+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
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+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
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+ }
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+
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+ shadow /= float(scene_data.shadow_blocker_count);
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+
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+ } else {
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+ //no blockers found, so no shadow
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+ shadow = 1.0;
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+ }
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} else {
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- splane.z = 1.0 - splane.z;
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- }
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- splane.xy /= splane.z;
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+ splane.xyz = normalize(splane.xyz);
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+ vec4 clamp_rect = lights.data[idx].atlas_rect;
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+
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+ if (splane.z >= 0.0) {
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+
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+ splane.z += 1.0;
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+
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+ clamp_rect.y += clamp_rect.w;
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+
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+ } else {
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+ splane.z = 1.0 - splane.z;
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+ }
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+
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+ splane.xy /= splane.z;
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- splane.xy = splane.xy * 0.5 + 0.5;
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- splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius;
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- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
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- splane.w = 1.0; //needed? i think it should be 1 already
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- float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
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+ splane.xy = splane.xy * 0.5 + 0.5;
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+ splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius;
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+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
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+ splane.w = 1.0; //needed? i think it should be 1 already
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+ shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
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+ }
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#ifdef LIGHT_TRANSMITTANCE_USED
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{
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@@ -836,7 +1006,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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}
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#endif //USE_NO_SHADOWS
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- light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
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+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -903,6 +1073,13 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
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color_specular.rgb *= attenuation_energy.y;
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+ float size_A = 0.0;
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+
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+ if (lights.data[idx].size > 0.0) {
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+
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+ float t = lights.data[idx].size / max(0.001, light_length);
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+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
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+ }
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/*
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if (lights.data[idx].atlas_rect!=vec4(0.0)) {
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//use projector texture
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@@ -920,22 +1097,82 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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v.xyz -= spot_dir * lights.data[idx].shadow_bias;
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- float depth_bias_scale = 1.0 / (max(0.0001, dot(spot_dir, -light_rel_vec) * lights.data[idx].inv_radius)); //the closer to the light origin, the more you have to offset to reach 1px in the map
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+ float z_norm = dot(spot_dir, -light_rel_vec) * lights.data[idx].inv_radius;
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+
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+ float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
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vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * lights.data[idx].shadow_normal_bias * depth_bias_scale;
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normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
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v.xyz += normal_bias;
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+ //adjust with bias
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+ z_norm = dot(spot_dir, v.xyz - lights.data[idx].position) * lights.data[idx].inv_radius;
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+
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+ float shadow;
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+
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vec4 splane = (lights.data[idx].shadow_matrix * v);
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splane /= splane.w;
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- splane.z = dot(spot_dir, v.xyz - lights.data[idx].position) * lights.data[idx].inv_radius;
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- float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
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+
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+ if (lights.data[idx].soft_shadow_size > 0.0) {
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+ //soft shadow
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+
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+ //find blocker
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+
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+ float blocker_count = 0.0;
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+ float blocker_average = 0.0;
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+
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+ mat2 poisson_rotate;
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+
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+ {
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+ float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
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+ float sr = sin(r);
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+ float cr = cos(r);
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+ poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
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+ }
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+
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+ float uv_size = lights.data[idx].soft_shadow_size * z_norm;
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+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
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+ vec2 suv = splane.xy + (poisson_rotate * shadow_poisson_disk[i]) * uv_size;
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+ suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
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+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
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+ if (d < z_norm) {
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+ blocker_average += d;
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+ blocker_count += 1.0;
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+ }
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+ }
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+
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+ if (blocker_count > 0.0) {
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+
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+ //blockers found, do soft shadow
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+ blocker_average /= blocker_count;
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+ float penumbra = (z_norm - blocker_average) / blocker_average;
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+ uv_size *= penumbra;
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+
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+ shadow = 0.0;
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+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
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+ vec2 suv = splane.xy + (poisson_rotate * shadow_poisson_disk[i]) * uv_size;
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+ suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
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+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
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+ }
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+
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+ shadow /= float(scene_data.shadow_blocker_count);
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+
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+ } else {
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+ //no blockers found, so no shadow
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+ shadow = 1.0;
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+ }
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+
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+ } else {
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+ //hard shadow
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+ splane.z = z_norm;
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+ shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
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+ }
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shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
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#ifdef LIGHT_TRANSMITTANCE_USED
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{
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- splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
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+ vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
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splane /= splane.w;
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float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
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@@ -950,7 +1187,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
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#endif //USE_NO_SHADOWS
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- light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
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+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
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#ifdef LIGHT_BACKLIGHT_USED
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backlight,
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#endif
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@@ -1636,13 +1873,28 @@ FRAGMENT_SHADER_CODE
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normal_bias -= light_dir * dot(light_dir, normal_bias); \
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m_var.xyz += normal_bias;
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+ float shadow = 0.0;
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+
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if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
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vec4 v = vec4(vertex, 1.0);
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BIAS_FUNC(v, 0)
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pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
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+ pssm_coord /= pssm_coord.w;
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+
|
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|
+ if (directional_lights.data[i].softshadow_angle > 0) {
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|
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
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|
+ float range_begin = directional_lights.data[i].shadow_range_begin.x;
|
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|
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
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|
+ vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
|
|
|
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
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|
+ } else {
|
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|
+ shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
|
|
|
+ }
|
|
|
+
|
|
|
shadow_color = directional_lights.data[i].shadow_color1.rgb;
|
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+
|
|
|
#ifdef LIGHT_TRANSMITTANCE_USED
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|
{
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|
vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
|
|
@@ -1663,6 +1915,18 @@ FRAGMENT_SHADER_CODE
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|
BIAS_FUNC(v, 1)
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|
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
|
|
|
+ pssm_coord /= pssm_coord.w;
|
|
|
+
|
|
|
+ if (directional_lights.data[i].softshadow_angle > 0) {
|
|
|
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
|
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
|
|
|
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
|
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
|
|
|
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
|
|
|
+ } else {
|
|
|
+ shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
|
|
|
+ }
|
|
|
+
|
|
|
shadow_color = directional_lights.data[i].shadow_color2.rgb;
|
|
|
#ifdef LIGHT_TRANSMITTANCE_USED
|
|
|
{
|
|
@@ -1684,6 +1948,18 @@ FRAGMENT_SHADER_CODE
|
|
|
BIAS_FUNC(v, 2)
|
|
|
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
|
|
|
+ pssm_coord /= pssm_coord.w;
|
|
|
+
|
|
|
+ if (directional_lights.data[i].softshadow_angle > 0) {
|
|
|
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
|
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
|
|
|
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
|
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
|
|
|
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
|
|
|
+ } else {
|
|
|
+ shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
|
|
|
+ }
|
|
|
+
|
|
|
shadow_color = directional_lights.data[i].shadow_color3.rgb;
|
|
|
#ifdef LIGHT_TRANSMITTANCE_USED
|
|
|
{
|
|
@@ -1706,7 +1982,20 @@ FRAGMENT_SHADER_CODE
|
|
|
BIAS_FUNC(v, 3)
|
|
|
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
|
|
|
+ pssm_coord /= pssm_coord.w;
|
|
|
+
|
|
|
+ if (directional_lights.data[i].softshadow_angle > 0) {
|
|
|
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
|
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
|
|
|
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
|
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
|
|
|
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
|
|
|
+ } else {
|
|
|
+ shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
|
|
|
+ }
|
|
|
+
|
|
|
shadow_color = directional_lights.data[i].shadow_color4.rgb;
|
|
|
+
|
|
|
#ifdef LIGHT_TRANSMITTANCE_USED
|
|
|
{
|
|
|
vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
|
|
@@ -1722,40 +2011,72 @@ FRAGMENT_SHADER_CODE
|
|
|
#endif
|
|
|
}
|
|
|
|
|
|
- pssm_coord /= pssm_coord.w;
|
|
|
-
|
|
|
- float shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
|
|
|
-
|
|
|
if (directional_lights.data[i].blend_splits) {
|
|
|
|
|
|
vec3 shadow_color_blend = vec3(0.0);
|
|
|
float pssm_blend;
|
|
|
+ float shadow2;
|
|
|
|
|
|
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
|
|
|
vec4 v = vec4(vertex, 1.0);
|
|
|
BIAS_FUNC(v, 1)
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
|
|
|
+ pssm_coord /= pssm_coord.w;
|
|
|
+
|
|
|
+ if (directional_lights.data[i].softshadow_angle > 0) {
|
|
|
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
|
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
|
|
|
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
|
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
|
|
|
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
|
|
|
+ } else {
|
|
|
+ shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
|
|
|
+ }
|
|
|
+
|
|
|
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
|
|
|
shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
|
|
|
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
|
|
|
vec4 v = vec4(vertex, 1.0);
|
|
|
BIAS_FUNC(v, 2)
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
|
|
|
+ pssm_coord /= pssm_coord.w;
|
|
|
+
|
|
|
+ if (directional_lights.data[i].softshadow_angle > 0) {
|
|
|
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
|
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
|
|
|
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
|
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
|
|
|
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
|
|
|
+ } else {
|
|
|
+ shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
|
|
|
+ }
|
|
|
+
|
|
|
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
|
|
|
+
|
|
|
shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
|
|
|
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
|
|
|
vec4 v = vec4(vertex, 1.0);
|
|
|
BIAS_FUNC(v, 3)
|
|
|
pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
|
|
|
+ pssm_coord /= pssm_coord.w;
|
|
|
+ if (directional_lights.data[i].softshadow_angle > 0) {
|
|
|
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
|
|
|
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
|
|
|
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
|
|
|
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
|
|
|
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
|
|
|
+ } else {
|
|
|
+ shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
|
|
|
+ }
|
|
|
+
|
|
|
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
|
|
|
shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
|
|
|
} else {
|
|
|
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
|
|
|
}
|
|
|
|
|
|
- pssm_coord /= pssm_coord.w;
|
|
|
+ pssm_blend = sqrt(pssm_blend);
|
|
|
|
|
|
- float shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
|
|
|
shadow = mix(shadow, shadow2, pssm_blend);
|
|
|
shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
|
|
|
}
|
|
@@ -1767,7 +2088,7 @@ FRAGMENT_SHADER_CODE
|
|
|
#undef BIAS_FUNC
|
|
|
}
|
|
|
|
|
|
- light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
|
|
|
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].size, directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
|
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
|
backlight,
|
|
|
#endif
|