SuperTuxKart 1.5 upstream source (from official release tarball)

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Benjamin
2026-06-11 20:04:02 +02:00
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// Implementation from https://github.com/google/filament/blob/main/shaders/src/surface_shadowing.fs
uniform sampler2D ntex;
#if defined(GL_ES) && defined(GL_FRAGMENT_PRECISION_HIGH)
uniform highp sampler2D dtex;
#else
uniform sampler2D dtex;
#endif
#if defined(GL_ES) && defined(GL_FRAGMENT_PRECISION_HIGH)
uniform highp sampler2DArray shadowtexdepth;
#else
uniform sampler2DArray shadowtexdepth;
#endif
uniform sampler2DArrayShadow shadowtex;
uniform float split0;
uniform float split1;
uniform float split2;
uniform float splitmax;
uniform vec3 sundirection;
uniform float shadow_res;
uniform vec3 sun_color;
uniform float overlap_proportion;
uniform vec2 penumbra0;
uniform vec2 penumbra1;
uniform vec2 penumbra2;
uniform vec2 penumbra3;
in vec2 uv;
#ifdef GL_ES
layout (location = 0) out vec4 Diff;
layout (location = 1) out vec4 Spec;
#else
out vec4 Diff;
out vec4 Spec;
#endif
#stk_include "utils/decodeNormal.frag"
#stk_include "utils/SpecularBRDF.frag"
#stk_include "utils/DiffuseBRDF.frag"
#stk_include "utils/getPosFromUVDepth.frag"
#stk_include "utils/SunMRP.frag"
// PCF with Vogel Disk Sampling
// From https://drdesten.github.io/web/tools/vogel_disk/
vec2 vogel_disk_16[16] = vec2[](
vec2(0.18993645671348536, 0.027087114076591513),
vec2(-0.21261242652069953, 0.23391293246949066),
vec2(0.04771781344140756, -0.3666840644525993),
vec2(0.297730981239584, 0.398259878229082),
vec2(-0.509063425827436, -0.06528681462854097),
vec2(0.507855152944665, -0.2875976005206389),
vec2(-0.15230616564632418, 0.6426121151781916),
vec2(-0.30240170651828074, -0.5805072900736001),
vec2(0.6978019230005561, 0.2771173334141519),
vec2(-0.6990963248129052, 0.3210960724922725),
vec2(0.3565142601623699, -0.7066415061851589),
vec2(0.266890002328106, 0.8360191043249159),
vec2(-0.7515861305520581, -0.41609876195815027),
vec2(0.9102937449894895, -0.17014527555321657),
vec2(-0.5343471434373126, 0.8058593459499529),
vec2(-0.1133270115046468, -0.9490025827627441)
);
vec2 vogel_disk_4[4] = vec2[](
vec2(0.21848650099008202, -0.09211370200809937),
vec2(-0.5866112654782878, 0.32153793477769893),
vec2(-0.06595078555407359, -0.879656059066481),
vec2(0.43407555004227927, 0.6502318262968816)
);
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_standard_multisample_quality_levels?redirectedfrom=MSDN
vec2 sample_point_pos[8] = vec2[](
vec2( 0.125, -0.375),
vec2(-0.125, 0.375),
vec2( 0.625, 0.125),
vec2(-0.375, -0.625),
vec2(-0.625, 0.625),
vec2(-0.875, -0.125),
vec2( 0.375, 0.875),
vec2( 0.875, -0.875)
);
float sample_point_coeff[8] = float[](
0.157112,
0.157112,
0.138651,
0.130251,
0.114946,
0.114946,
0.107982,
0.079001
);
float interleavedGradientNoise(vec2 w)
{
vec3 m = vec3(0.06711056, 0.00583715, 52.9829189);
return fract(m.z * fract(dot(w, m.xy)));
}
vec2 computeReceiverPlaneDepthBias(vec3 position)
{
// see: GDC '06: Shadow Mapping: GPU-based Tips and Techniques
// Chain rule to compute dz/du and dz/dv
// |dz/du| |du/dx du/dy|^-T |dz/dx|
// |dz/dv| = |dv/dx dv/dy| * |dz/dy|
vec3 duvz_dx = dFdx(position);
vec3 duvz_dy = dFdy(position);
vec2 dz_duv = inverse(transpose(mat2(duvz_dx.xy, duvz_dy.xy))) * vec2(duvz_dx.z, duvz_dy.z);
return dz_duv;
}
mat2 getRandomRotationMatrix(vec2 fragCoord)
{
// rotate the vogel disk randomly
float randomAngle = interleavedGradientNoise(fragCoord) * 2.0 * 3.14159;
vec2 randomBase = vec2(cos(randomAngle), sin(randomAngle));
mat2 R = mat2(randomBase.x, randomBase.y, -randomBase.y, randomBase.x);
return R;
}
void blockerSearchAndFilter(out float occludedFactor, out float z_occSum,
vec2 uv, float z_rec, float layer, vec2 filterRadii, vec2 dz_duv, float bias)
{
occludedFactor = 0.;
z_occSum = 0.;
// Define a reasonable search range to avoid far occluders
const float MAX_BLOCKER_SEARCH_RANGE = 0.5;
for (uint i = 0u; i < 8u; i++)
{
vec2 duv = sample_point_pos[i] * filterRadii;
vec2 tc = clamp(uv + duv, vec2(0.), vec2(1.));
// receiver plane depth bias
float z_bias = -dot(dz_duv, duv) + bias;
float z_occ = texture(shadowtexdepth, vec3(tc, layer)).r;
float dz = z_rec - z_occ; // dz>0 when blocker is between receiver and light
// Only consider valid blockers that are:
// 1. Closer to the light than the receiver (dz > z_bias)
// 2. Within a reasonable search range to avoid far occluders
bool isValidBlocker = dz > z_bias && dz < MAX_BLOCKER_SEARCH_RANGE;
float occluded = isValidBlocker ? sample_point_coeff[i] : 0.0;
occludedFactor += occluded;
// Only accumulate depth from valid blockers
if (isValidBlocker) {
z_occSum += z_occ * occluded;
}
}
}
float filterPCF(vec2 uv, float z_rec, float layer,
vec2 filterRadii, mat2 R, vec2 dz_duv)
{
float occludedCount = 0.0; // must be to workaround a spirv-tools issue
for (uint i = 0u; i < 4u; i++)
{
vec2 duv = R * (vogel_disk_4[i] * filterRadii);
vec2 tc = clamp(uv + duv, vec2(0.), vec2(1.));
// receiver plane depth bias
float z_bias = dot(dz_duv, duv);
occludedCount += texture(shadowtex, vec4(tc, layer, z_rec + z_bias));
}
return occludedCount * (1.0 / 4.0);
}
float filterPCSS(vec2 uv, float z_rec, float layer,
vec2 filterRadii, mat2 R, vec2 dz_duv)
{
float occludedCount = 0.0; // must be to workaround a spirv-tools issue
for (uint i = 0u; i < 16u; i++)
{
vec2 duv = R * (vogel_disk_16[i] * filterRadii);
vec2 tc = clamp(uv + duv, vec2(0.), vec2(1.));
// receiver plane depth bias
float z_bias = dot(dz_duv, duv);
occludedCount += texture(shadowtex, vec4(tc, layer, z_rec + z_bias));
}
return occludedCount * (1.0 / 16.0);
}
float getShadowFactor(vec3 position, vec2 penumbra, vec2 dz_duv, float layer)
{
// rotate the poisson disk randomly
mat2 R = getRandomRotationMatrix(gl_FragCoord.xy);
float min_radius = 0.5 / shadow_res;
float occludedFactor = 0.0;
float z_occSum = 0.0;
// Improved bias calculation to reduce self-shadowing
float adaptive_bias = min_radius / max(penumbra.x, penumbra.y);
adaptive_bias = max(adaptive_bias, 0.001); // Minimum bias to prevent z-fighting
blockerSearchAndFilter(occludedFactor, z_occSum,
position.xy, position.z, layer, penumbra, dz_duv, adaptive_bias);
// early exit if there is no occluders at all, also avoids a divide-by-zero below.
if (occludedFactor == 0.0) {
return filterPCF(position.xy, position.z, layer, vec2(min_radius), R, dz_duv);
}
// Improved penumbra calculation with clamping
float avgBlockerDepth = z_occSum / occludedFactor;
float penumbraRatio = max(0.0, (position.z - avgBlockerDepth));
// Clamp the penumbra ratio to prevent extremely large filter kernels
penumbraRatio = min(penumbraRatio, 0.05);
vec2 radius = max(penumbra * penumbraRatio, vec2(min_radius));
// Additional safety clamp for the radius
radius = min(radius, penumbra * 2.0);
return filterPCSS(position.xy, position.z, layer, radius, R, dz_duv);
}
float blend_start(float x) {
return x * (1.0 - overlap_proportion);
}
void main() {
vec2 uv = gl_FragCoord.xy / u_screen;
float z = texture(dtex, uv).x;
vec4 xpos = getPosFromUVDepth(vec3(uv, z), u_inverse_projection_matrix);
vec3 norm = (u_view_matrix * vec4(DecodeNormal(texture(ntex, uv).xy), 0)).xyz;
float roughness = texture(ntex, uv).z;
vec3 eyedir = -normalize(xpos.xyz);
vec3 Lightdir = SunMRP(norm, eyedir);
float NdotL = clamp(dot(norm, Lightdir), 0., 1.);
vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
// Shadows
// Calculate all shadow positions to prevent bug of dFdx
vec4 position = (u_shadow_projection_view_matrices[0] * u_inverse_view_matrix * vec4(xpos.xyz, 1.0));
vec3 position1 = position.xyz * (1.0 / position.w) * 0.5 + 0.5;
position = (u_shadow_projection_view_matrices[1] * u_inverse_view_matrix * vec4(xpos.xyz, 1.0));
vec3 position2 = position.xyz * (1.0 / position.w) * 0.5 + 0.5;
position = (u_shadow_projection_view_matrices[2] * u_inverse_view_matrix * vec4(xpos.xyz, 1.0));
vec3 position3 = position.xyz * (1.0 / position.w) * 0.5 + 0.5;
position = (u_shadow_projection_view_matrices[3] * u_inverse_view_matrix * vec4(xpos.xyz, 1.0));
vec3 position4 = position.xyz * (1.0 / position.w) * 0.5 + 0.5;
// We need to use the shadow receiver plane depth bias to combat shadow acne due to the
// large kernel.
vec2 dz_duv1 = computeReceiverPlaneDepthBias(position1);
vec2 dz_duv2 = computeReceiverPlaneDepthBias(position2);
vec2 dz_duv3 = computeReceiverPlaneDepthBias(position3);
vec2 dz_duv4 = computeReceiverPlaneDepthBias(position4);
float factor = 1.0;
if (xpos.z < blend_start(split0)) {
// Split 0 only
factor = getShadowFactor(position1, penumbra0, dz_duv1, 0.);
}
else if (xpos.z < split0) {
// Blend between split 0 and split 1
float factor1 = getShadowFactor(position1, penumbra0, dz_duv1, 0.);
float factor2 = getShadowFactor(position2, penumbra1, dz_duv2, 1.);
float blend_ratio = (xpos.z - blend_start(split0)) / (split0 * overlap_proportion);
factor = mix(factor1, factor2, blend_ratio);
}
else if (xpos.z < blend_start(split1)) {
// Split 1 only
factor = getShadowFactor(position2, penumbra1, dz_duv2, 1.);
}
else if (xpos.z < split1) {
// Blend between split 1 and split 2
float factor2 = getShadowFactor(position2, penumbra1, dz_duv2, 1.);
float factor3 = getShadowFactor(position3, penumbra2, dz_duv3, 2.);
float blend_ratio = (xpos.z - blend_start(split1)) / (split1 * overlap_proportion);
factor = mix(factor2, factor3, blend_ratio);
}
else if (xpos.z < blend_start(split2)) {
// Split 2 only
factor = getShadowFactor(position3, penumbra2, dz_duv3, 2.);
}
else if (xpos.z < split2) {
// Blend between split 2 and split 3
float factor3 = getShadowFactor(position3, penumbra2, dz_duv3, 2.);
float factor4 = getShadowFactor(position4, penumbra3, dz_duv4, 3.);
float blend_ratio = (xpos.z - blend_start(split2)) / (split2 * overlap_proportion);
factor = mix(factor3, factor4, blend_ratio);
}
else if (xpos.z < blend_start(splitmax)) {
// Split 3 only
factor = getShadowFactor(position4, penumbra3, dz_duv4, 3.);
}
else if (xpos.z < splitmax) {
// Blend between split 3 and no shadow
float factor4 = getShadowFactor(position4, penumbra3, dz_duv4, 3.);
float blend_ratio = (xpos.z - blend_start(splitmax)) / (splitmax * overlap_proportion);
factor = mix(factor4, 1.0, blend_ratio);
}
// else: factor remains 1.0 (no shadow for distances beyond splitmax)
Diff = vec4(factor * NdotL * Diffuse * sun_color, 1.);
Spec = vec4(factor * NdotL * Specular * sun_color, 1.);
}