// 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.); }