155 lines
5.5 KiB
GLSL
155 lines
5.5 KiB
GLSL
uniform sampler2D ntex;
|
|
#if defined(GL_ES) && defined(GL_FRAGMENT_PRECISION_HIGH)
|
|
uniform highp sampler2D dtex;
|
|
#else
|
|
uniform sampler2D dtex;
|
|
#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 float texel0;
|
|
uniform float texel1;
|
|
uniform float texel2;
|
|
uniform float texel3;
|
|
|
|
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"
|
|
|
|
// https://web.archive.org/web/20230210095515/http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1
|
|
float getShadowFactor(vec3 pos, int index)
|
|
{
|
|
vec4 shadowcoord = (u_shadow_projection_view_matrices[index] * u_inverse_view_matrix * vec4(pos, 1.0));
|
|
shadowcoord.xy /= shadowcoord.w;
|
|
vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
|
|
float d = .5 * shadowcoord.z + .5;
|
|
|
|
vec2 uv = shadowtexcoord * shadow_res;
|
|
vec2 base_uv = floor(uv + 0.5);
|
|
float s = (uv.x + 0.5 - base_uv.x);
|
|
float t = (uv.y + 0.5 - base_uv.y);
|
|
base_uv -= 0.5;
|
|
base_uv /= shadow_res;
|
|
|
|
float uw0 = (4.0 - 3.0 * s);
|
|
float uw1 = 7.0;
|
|
float uw2 = (1.0 + 3.0 * s);
|
|
|
|
float u0 = (3.0 - 2.0 * s) / uw0 - 2.0;
|
|
float u1 = (3.0 + s) / uw1;
|
|
float u2 = s / uw2 + 2.0;
|
|
|
|
float vw0 = (4.0 - 3.0 * t);
|
|
float vw1 = 7.0;
|
|
float vw2 = (1.0 + 3.0 * t);
|
|
|
|
float v0 = (3.0 - 2.0 * t) / vw0 - 2.0;
|
|
float v1 = (3.0 + t) / vw1;
|
|
float v2 = t / vw2 + 2.0;
|
|
|
|
float sum = 0.0;
|
|
|
|
sum += uw0 * vw0 * texture(shadowtex, vec4(base_uv + (vec2(u0, v0) / shadow_res), float(index), d));
|
|
sum += uw1 * vw0 * texture(shadowtex, vec4(base_uv + (vec2(u1, v0) / shadow_res), float(index), d));
|
|
sum += uw2 * vw0 * texture(shadowtex, vec4(base_uv + (vec2(u2, v0) / shadow_res), float(index), d));
|
|
|
|
sum += uw0 * vw1 * texture(shadowtex, vec4(base_uv + (vec2(u0, v1) / shadow_res), float(index), d));
|
|
sum += uw1 * vw1 * texture(shadowtex, vec4(base_uv + (vec2(u1, v1) / shadow_res), float(index), d));
|
|
sum += uw2 * vw1 * texture(shadowtex, vec4(base_uv + (vec2(u2, v1) / shadow_res), float(index), d));
|
|
|
|
sum += uw0 * vw2 * texture(shadowtex, vec4(base_uv + (vec2(u0, v2) / shadow_res), float(index), d));
|
|
sum += uw1 * vw2 * texture(shadowtex, vec4(base_uv + (vec2(u1, v2) / shadow_res), float(index), d));
|
|
sum += uw2 * vw2 * texture(shadowtex, vec4(base_uv + (vec2(u2, v2) / shadow_res), float(index), d));
|
|
|
|
return sum / 144.0;
|
|
}
|
|
|
|
float blend_start(float x) {
|
|
return x * (1.0 - overlap_proportion);
|
|
}
|
|
|
|
vec3 getXcYcZc(int x, int y, float zC)
|
|
{
|
|
// We use perspective symetric projection matrix hence P(0,2) = P(1, 2) = 0
|
|
float xC= (2. * (float(x)) / u_screen.x - 1.) * zC / u_projection_matrix[0][0];
|
|
float yC= (2. * (float(y)) / u_screen.y - 1.) * zC / u_projection_matrix[1][1];
|
|
return vec3(xC, yC, zC);
|
|
}
|
|
|
|
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);
|
|
|
|
// get the normal of current fragment
|
|
vec3 ddx = dFdx(xpos.xyz);
|
|
vec3 ddy = dFdy(xpos.xyz);
|
|
vec3 geo_norm = normalize(cross(ddy, ddx));
|
|
|
|
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
|
|
float factor;
|
|
vec3 lbias = 40. * Lightdir / shadow_res; // Scale with blur kernel size
|
|
vec3 nbias = geo_norm * (1.0 - max(dot(-geo_norm, Lightdir), 0.)) / shadow_res;
|
|
nbias -= Lightdir * dot(nbias, Lightdir); // Slope-scaled normal bias
|
|
|
|
if (xpos.z < split0) {
|
|
factor = getShadowFactor(xpos.xyz + lbias + nbias * texel0, 0);
|
|
if (xpos.z > blend_start(split0)) {
|
|
factor = mix(factor, getShadowFactor(xpos.xyz + lbias + nbias * texel1, 1),
|
|
(xpos.z - blend_start(split0)) / split0 / overlap_proportion);
|
|
}
|
|
} else if (xpos.z < split1) {
|
|
factor = getShadowFactor(xpos.xyz + lbias + nbias * texel1, 1);
|
|
if (xpos.z > blend_start(split1)) {
|
|
factor = mix(factor, getShadowFactor(xpos.xyz + lbias + nbias * texel2, 2),
|
|
(xpos.z - blend_start(split1)) / split1 / overlap_proportion);
|
|
}
|
|
} else if (xpos.z < split2) {
|
|
factor = getShadowFactor(xpos.xyz + lbias + nbias * texel2, 2);
|
|
if (xpos.z > blend_start(split2)) {
|
|
factor = mix(factor, getShadowFactor(xpos.xyz + lbias + nbias * texel3, 3),
|
|
(xpos.z - blend_start(split2)) / split2 / overlap_proportion);
|
|
}
|
|
} else if (xpos.z < splitmax) {
|
|
factor = getShadowFactor(xpos.xyz + lbias + nbias * texel3, 3);
|
|
if (xpos.z > blend_start(splitmax)) {
|
|
factor = mix(factor, 1.0, (xpos.z - blend_start(splitmax)) / splitmax / overlap_proportion);
|
|
}
|
|
} else {
|
|
factor = 1.;
|
|
}
|
|
|
|
Diff = vec4(factor * NdotL * Diffuse * sun_color, 1.);
|
|
Spec = vec4(factor * NdotL * Specular * sun_color, 1.);
|
|
}
|