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- #ifndef _SHADOWS_GLSL_
- #define _SHADOWS_GLSL_
- #include "compiled.inc"
- #ifdef _CSM
- uniform vec4 casData[shadowmapCascades * 4 + 4];
- #endif
- #ifdef _SMSizeUniform
- uniform vec2 smSizeUniform;
- #endif
- float PCF(sampler2DShadow shadowMap, const vec2 uv, const float compare, const vec2 smSize) {
- float result = texture(shadowMap, vec3(uv + (vec2(-1.0, -1.0) / smSize), compare));
- result += texture(shadowMap, vec3(uv + (vec2(-1.0, 0.0) / smSize), compare));
- result += texture(shadowMap, vec3(uv + (vec2(-1.0, 1.0) / smSize), compare));
- result += texture(shadowMap, vec3(uv + (vec2(0.0, -1.0) / smSize), compare));
- result += texture(shadowMap, vec3(uv, compare));
- result += texture(shadowMap, vec3(uv + (vec2(0.0, 1.0) / smSize), compare));
- result += texture(shadowMap, vec3(uv + (vec2(1.0, -1.0) / smSize), compare));
- result += texture(shadowMap, vec3(uv + (vec2(1.0, 0.0) / smSize), compare));
- result += texture(shadowMap, vec3(uv + (vec2(1.0, 1.0) / smSize), compare));
- return result / 9.0;
- }
- float lpToDepth(vec3 lp, const vec2 lightProj) {
- lp = abs(lp);
- float zcomp = max(lp.x, max(lp.y, lp.z));
- zcomp = lightProj.x - lightProj.y / zcomp;
- return zcomp * 0.5 + 0.5;
- }
- float PCFCube(samplerCubeShadow shadowMapCube, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n) {
- const float s = shadowmapCubePcfSize; // TODO: incorrect...
- float compare = lpToDepth(lp, lightProj) - bias * 1.5;
- ml = ml + n * bias * 20;
- #ifdef HLSL
- ml.y = -ml.y;
- #endif
- float result = texture(shadowMapCube, vec4(ml, compare));
- result += texture(shadowMapCube, vec4(ml + vec3(s, s, s), compare));
- result += texture(shadowMapCube, vec4(ml + vec3(-s, s, s), compare));
- result += texture(shadowMapCube, vec4(ml + vec3(s, -s, s), compare));
- result += texture(shadowMapCube, vec4(ml + vec3(s, s, -s), compare));
- result += texture(shadowMapCube, vec4(ml + vec3(-s, -s, s), compare));
- result += texture(shadowMapCube, vec4(ml + vec3(s, -s, -s), compare));
- result += texture(shadowMapCube, vec4(ml + vec3(-s, s, -s), compare));
- result += texture(shadowMapCube, vec4(ml + vec3(-s, -s, -s), compare));
- return result / 9.0;
- }
- float shadowTest(sampler2DShadow shadowMap, const vec3 lPos, const float shadowsBias) {
- #ifdef _SMSizeUniform
- vec2 smSize = smSizeUniform;
- #else
- const vec2 smSize = shadowmapSize;
- #endif
- if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return 1.0;
- return PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);
- }
- #ifdef _CSM
- mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
- const int c = shadowmapCascades;
- // Get cascade index
- // TODO: use bounding box slice selection instead of sphere
- const vec4 ci = vec4(float(c > 0), float(c > 1), float(c > 2), float(c > 3));
- // int ci;
- // if (d < casData[c * 4].x) ci = 0;
- // else if (d < casData[c * 4].y) ci = 1 * 4;
- // else if (d < casData[c * 4].z) ci = 2 * 4;
- // else ci = 3 * 4;
- // Splits
- vec4 comp = vec4(
- float(d > casData[c * 4].x),
- float(d > casData[c * 4].y),
- float(d > casData[c * 4].z),
- float(d > casData[c * 4].w));
- casi = int(min(dot(ci, comp), c));
- // Get cascade mat
- casIndex = casi * 4;
- return mat4(
- casData[casIndex ],
- casData[casIndex + 1],
- casData[casIndex + 2],
- casData[casIndex + 3]);
- // if (casIndex == 0) return mat4(casData[0], casData[1], casData[2], casData[3]);
- // ..
- }
- float shadowTestCascade(sampler2DShadow shadowMap, const vec3 eye, const vec3 p, const float shadowsBias) {
- #ifdef _SMSizeUniform
- vec2 smSize = smSizeUniform * vec2(shadowmapCascades, 1.0);
- #else
- const vec2 smSize = shadowmapSize * vec2(shadowmapCascades, 1.0);
- #endif
- const int c = shadowmapCascades;
- float d = distance(eye, p);
- int casi;
- int casIndex;
- mat4 LWVP = getCascadeMat(d, casi, casIndex);
-
- vec4 lPos = LWVP * vec4(p, 1.0);
- lPos.xyz /= lPos.w;
- float visibility = 1.0;
- if (lPos.w > 0.0) visibility = PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize);
- // Blend cascade
- // https://github.com/TheRealMJP/Shadows
- const float blendThres = 0.15;
- float nextSplit = casData[c * 4][casi];
- float splitSize = casi == 0 ? nextSplit : nextSplit - casData[c * 4][casi - 1];
- float splitDist = (nextSplit - d) / splitSize;
- if (splitDist <= blendThres && casi != c - 1) {
- int casIndex2 = casIndex + 4;
- mat4 LWVP2 = mat4(
- casData[casIndex2 ],
- casData[casIndex2 + 1],
- casData[casIndex2 + 2],
- casData[casIndex2 + 3]);
- vec4 lPos2 = LWVP2 * vec4(p, 1.0);
- lPos2.xyz /= lPos2.w;
- float visibility2 = 1.0;
- if (lPos2.w > 0.0) visibility2 = PCF(shadowMap, lPos2.xy, lPos2.z - shadowsBias, smSize);
- float lerpAmt = smoothstep(0.0, blendThres, splitDist);
- return mix(visibility2, visibility, lerpAmt);
- }
- return visibility;
- // Visualize cascades
- // if (ci == 0) albedo.rgb = vec3(1.0, 0.0, 0.0);
- // if (ci == 4) albedo.rgb = vec3(0.0, 1.0, 0.0);
- // if (ci == 8) albedo.rgb = vec3(0.0, 0.0, 1.0);
- // if (ci == 12) albedo.rgb = vec3(1.0, 1.0, 0.0);
- }
- #endif
- #endif
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