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- #ifdef USE_SHADOWMAP
- #if NUM_DIR_LIGHTS > 0
- uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];
- varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];
- #endif
- #if NUM_SPOT_LIGHTS > 0
- uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];
- varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];
- #endif
- #if NUM_POINT_LIGHTS > 0
- uniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];
- varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];
- #endif
- float unpackDepth( const in vec4 rgba_depth ) {
- const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
- return dot( rgba_depth, bit_shift );
- }
- float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
- return step( compare, unpackDepth( texture2D( depths, uv ) ) );
- }
- float texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {
- const vec2 offset = vec2( 0.0, 1.0 );
- vec2 texelSize = vec2( 1.0 ) / size;
- vec2 centroidUV = floor( uv * size + 0.5 ) / size;
- float lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );
- float lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );
- float rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );
- float rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );
- vec2 f = fract( uv * size + 0.5 );
- float a = mix( lb, lt, f.y );
- float b = mix( rb, rt, f.y );
- float c = mix( a, b, f.x );
- return c;
- }
- float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
- shadowCoord.xyz /= shadowCoord.w;
- shadowCoord.z += shadowBias;
- // 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 )
- vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
- float dx0 = - texelSize.x * shadowRadius;
- float dy0 = - texelSize.y * shadowRadius;
- float dx1 = + texelSize.x * shadowRadius;
- float dy1 = + texelSize.y * shadowRadius;
- return (
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
- texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
- texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
- ) * ( 1.0 / 9.0 );
- #elif defined( SHADOWMAP_TYPE_PCF_SOFT )
- vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
- float dx0 = - texelSize.x * shadowRadius;
- float dy0 = - texelSize.y * shadowRadius;
- float dx1 = + texelSize.x * shadowRadius;
- float dy1 = + texelSize.y * shadowRadius;
- return (
- texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
- texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
- texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
- texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
- texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +
- texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
- texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
- texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
- texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
- ) * ( 1.0 / 9.0 );
- #else // no percentage-closer filtering:
- return texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );
- #endif
- }
- return 1.0;
- }
- // cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D
- // vector suitable for 2D texture mapping. This code uses the following layout for the
- // 2D texture:
- //
- // xzXZ
- // y Y
- //
- // Y - Positive y direction
- // y - Negative y direction
- // X - Positive x direction
- // x - Negative x direction
- // Z - Positive z direction
- // z - Negative z direction
- //
- // Source and test bed:
- // https://gist.github.com/tschw/da10c43c467ce8afd0c4
- vec2 cubeToUV( vec3 v, float texelSizeY ) {
- // Number of texels to avoid at the edge of each square
- vec3 absV = abs( v );
- // Intersect unit cube
- float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );
- absV *= scaleToCube;
- // Apply scale to avoid seams
- // two texels less per square (one texel will do for NEAREST)
- v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );
- // Unwrap
- // space: -1 ... 1 range for each square
- //
- // #X## dim := ( 4 , 2 )
- // # # center := ( 1 , 1 )
- vec2 planar = v.xy;
- float almostATexel = 1.5 * texelSizeY;
- float almostOne = 1.0 - almostATexel;
- if ( absV.z >= almostOne ) {
- if ( v.z > 0.0 )
- planar.x = 4.0 - v.x;
- } else if ( absV.x >= almostOne ) {
- float signX = sign( v.x );
- planar.x = v.z * signX + 2.0 * signX;
- } else if ( absV.y >= almostOne ) {
- float signY = sign( v.y );
- planar.x = v.x + 2.0 * signY + 2.0;
- planar.y = v.z * signY - 2.0;
- }
- // Transform to UV space
- // scale := 0.5 / dim
- // translate := ( center + 0.5 ) / dim
- return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );
- }
- float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
- vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
- // 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 = shadowCoord.xyz;
- // bd3D = base direction 3D
- vec3 bd3D = normalize( lightToPosition );
- // dp = distance from light to fragment position
- float dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;
- #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )
- vec2 offset = vec2( - 1, 1 ) * shadowRadius * 2.0 * texelSize.y;
- return (
- texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +
- texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp ) +
- texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +
- texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp )
- ) * ( 1.0 / 4.0 );
- #else // no percentage-closer filtering
- return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );
- #endif
- }
- #endif
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