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- #ifdef USE_SHADOWMAP
- vec3 shadowMask = vec3( 1.0 );
- float shadows[ NUM_SHADOWS ];
- for ( int i = 0; i < NUM_SHADOWS; i ++ ) {
- float texelSizeY = 1.0 / shadowMapSize[ i ].y;
- float shadow = 0.0;
- #if defined( POINT_LIGHT_SHADOWS )
- // to save on uniform space, we use the sign of @shadowDarkness[ i ] to determine
- // whether or not this light is a point light ( shadowDarkness[ i ] < 0 == point light)
- bool isPointLight = shadowDarkness[ i ] < 0.0;
- if ( isPointLight ) {
- // get the real shadow darkness
- float realShadowDarkness = abs( shadowDarkness[ i ] );
- // for point lights, the uniform @vShadowCoord is re-purposed to hold
- // the distance from the light to the world-space position of the fragment.
- vec3 lightToPosition = vShadowCoord[ i ].xyz;
- #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )
- // bd3D = base direction 3D
- vec3 bd3D = normalize( lightToPosition );
- // dp = distance from light to fragment position
- float dp = length( lightToPosition );
- // base measurement
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D, texelSizeY ) ), shadowBias[ i ], shadow );
- // Dr = disk radius
- #if defined( SHADOWMAP_TYPE_PCF )
- const float Dr = 1.25;
- #elif defined( SHADOWMAP_TYPE_PCF_SOFT )
- const float Dr = 2.25;
- #endif
- // os = offset scale
- float os = Dr * 2.0 * texelSizeY;
- const vec3 Gsd = vec3( - 1, 0, 1 );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzz * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxz * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxz * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzz * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzx * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxx * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxx * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzx * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zzy * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zxy * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xxy * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xzy * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zyz * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xyz * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.zyx * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.xyx * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yzz * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yxz * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yxx * os, texelSizeY ) ), shadowBias[ i ], shadow );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D + Gsd.yzx * os, texelSizeY ) ), shadowBias[ i ], shadow );
- shadow *= realShadowDarkness * ( 1.0 / 21.0 );
- #else // no percentage-closer filtering:
- vec3 bd3D = normalize( lightToPosition );
- float dp = length( lightToPosition );
- adjustShadowValue1K( dp, texture2D( shadowMap[ i ], cubeToUV( bd3D, texelSizeY ) ), shadowBias[ i ], shadow );
- shadow *= realShadowDarkness;
- #endif
- } else {
- #endif // POINT_LIGHT_SHADOWS
- float texelSizeX = 1.0 / shadowMapSize[ i ].x;
- vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;
- // if ( something && something ) breaks ATI OpenGL shader compiler
- // if ( all( something, something ) ) using this instead
- bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );
- bool inFrustum = all( inFrustumVec );
- bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );
- bool frustumTest = all( frustumTestVec );
- if ( frustumTest ) {
- #if defined( SHADOWMAP_TYPE_PCF )
- // Percentage-close filtering
- // (9 pixel kernel)
- // http://fabiensanglard.net/shadowmappingPCF/
- /*
- // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
- // must enroll loop manually
- for ( float y = -1.25; y <= 1.25; y += 1.25 )
- for ( float x = -1.25; x <= 1.25; x += 1.25 ) {
- vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );
- // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup
- //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );
- float fDepth = unpackDepth( rgbaDepth );
- if ( fDepth < shadowCoord.z )
- shadow += 1.0;
- }
- shadow /= 9.0;
- */
- shadowCoord.z += shadowBias[ i ];
- const float ShadowDelta = 1.0 / 9.0;
- float xPixelOffset = texelSizeX;
- float yPixelOffset = texelSizeY;
- float dx0 = - 1.25 * xPixelOffset;
- float dy0 = - 1.25 * yPixelOffset;
- float dx1 = 1.25 * xPixelOffset;
- float dy1 = 1.25 * yPixelOffset;
- float fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );
- if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;
- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );
- if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;
- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );
- if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;
- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );
- if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;
- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );
- if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;
- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );
- if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;
- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );
- if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;
- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );
- if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;
- fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );
- if ( fDepth < shadowCoord.z ) shadow += ShadowDelta;
- shadow *= shadowDarkness[ i ];
- #elif defined( SHADOWMAP_TYPE_PCF_SOFT )
- // Percentage-close filtering
- // (9 pixel kernel)
- // http://fabiensanglard.net/shadowmappingPCF/
- shadowCoord.z += shadowBias[ i ];
- float xPixelOffset = texelSizeX;
- float yPixelOffset = texelSizeY;
- float dx0 = - 1.0 * xPixelOffset;
- float dy0 = - 1.0 * yPixelOffset;
- float dx1 = 1.0 * xPixelOffset;
- float dy1 = 1.0 * yPixelOffset;
- mat3 shadowKernel;
- mat3 depthKernel;
- depthKernel[ 0 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );
- depthKernel[ 0 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );
- depthKernel[ 0 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );
- depthKernel[ 1 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );
- depthKernel[ 1 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );
- depthKernel[ 1 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );
- depthKernel[ 2 ][ 0 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );
- depthKernel[ 2 ][ 1 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );
- depthKernel[ 2 ][ 2 ] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );
- vec3 shadowZ = vec3( shadowCoord.z );
- shadowKernel[ 0 ] = vec3( lessThan( depthKernel[ 0 ], shadowZ ) );
- shadowKernel[ 0 ] *= vec3( 0.25 );
- shadowKernel[ 1 ] = vec3( lessThan( depthKernel[ 1 ], shadowZ ) );
- shadowKernel[ 1 ] *= vec3( 0.25 );
- shadowKernel[ 2 ] = vec3( lessThan( depthKernel[ 2 ], shadowZ ) );
- shadowKernel[ 2 ] *= vec3( 0.25 );
- vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[ i ].xy );
- shadowKernel[ 0 ] = mix( shadowKernel[ 1 ], shadowKernel[ 0 ], fractionalCoord.x );
- shadowKernel[ 1 ] = mix( shadowKernel[ 2 ], shadowKernel[ 1 ], fractionalCoord.x );
- vec4 shadowValues;
- shadowValues.x = mix( shadowKernel[ 0 ][ 1 ], shadowKernel[ 0 ][ 0 ], fractionalCoord.y );
- shadowValues.y = mix( shadowKernel[ 0 ][ 2 ], shadowKernel[ 0 ][ 1 ], fractionalCoord.y );
- shadowValues.z = mix( shadowKernel[ 1 ][ 1 ], shadowKernel[ 1 ][ 0 ], fractionalCoord.y );
- shadowValues.w = mix( shadowKernel[ 1 ][ 2 ], shadowKernel[ 1 ][ 1 ], fractionalCoord.y );
- shadow = dot( shadowValues, vec4( 1.0 ) ) * shadowDarkness[ i ];
- #else // no percentage-closer filtering:
- shadowCoord.z += shadowBias[ i ];
- vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );
- float fDepth = unpackDepth( rgbaDepth );
- if ( fDepth < shadowCoord.z )
- shadow = shadowDarkness[ i ];
- #endif
- }
- #ifdef SHADOWMAP_DEBUG
- if ( inFrustum ) {
- if ( i == 0 ) {
- outgoingLight *= vec3( 1.0, 0.5, 0.0 );
- } else if ( i == 1 ) {
- outgoingLight *= vec3( 0.0, 1.0, 0.8 );
- } else {
- outgoingLight *= vec3( 0.0, 0.5, 1.0 );
- }
- }
- #endif
- #if defined( POINT_LIGHT_SHADOWS )
- }
- #endif
- shadowMask = shadowMask * vec3( 1.0 - shadow );
- shadows[ i ] = 1.0 - shadow;
- }
- #endif
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