2016-10-17 17:39:40 +02:00
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#include "../compiled.glsl"
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uniform sampler2D shadowMap;
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2017-03-17 18:34:03 +01:00
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uniform samplerCube shadowMapCube;
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2016-10-17 17:39:40 +02:00
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2017-03-18 18:44:21 +01:00
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float shadowCompare(const vec2 uv, const float compare){
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2017-02-28 14:13:50 +01:00
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float depth = texture(shadowMap, uv).r;
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2016-10-17 17:39:40 +02:00
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return step(compare, depth);
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}
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2017-03-18 18:44:21 +01:00
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float shadowLerp(const vec2 uv, const float compare){
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2016-10-17 17:39:40 +02:00
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const vec2 texelSize = vec2(1.0) / shadowmapSize;
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vec2 f = fract(uv * shadowmapSize + 0.5);
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vec2 centroidUV = floor(uv * shadowmapSize + 0.5) / shadowmapSize;
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2017-03-18 18:44:21 +01:00
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float lb = shadowCompare(centroidUV, compare);
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float lt = shadowCompare(centroidUV + texelSize * vec2(0.0, 1.0), compare);
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float rb = shadowCompare(centroidUV + texelSize * vec2(1.0, 0.0), compare);
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float rt = shadowCompare(centroidUV + texelSize, compare);
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2016-10-17 17:39:40 +02:00
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float a = mix(lb, lt, f.y);
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float b = mix(rb, rt, f.y);
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float c = mix(a, b, f.x);
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return c;
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}
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2017-03-17 18:34:03 +01:00
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float PCF(const vec2 uv, const float compare) {
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2016-10-17 17:39:40 +02:00
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// float result = 0.0;
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// for (int x = -1; x <= 1; x++){
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// for(int y = -1; y <= 1; y++){
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// vec2 off = vec2(x, y) / shadowmapSize;
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2017-03-18 18:44:21 +01:00
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// result += shadowLerp(shadowmapSize, uv + off, compare);
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float result = shadowLerp(uv + (vec2(-1.0, -1.0) / shadowmapSize), compare);
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result += shadowLerp(uv + (vec2(-1.0, 0.0) / shadowmapSize), compare);
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result += shadowLerp(uv + (vec2(-1.0, 1.0) / shadowmapSize), compare);
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result += shadowLerp(uv + (vec2(0.0, -1.0) / shadowmapSize), compare);
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result += shadowLerp(uv, compare);
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result += shadowLerp(uv + (vec2(0.0, 1.0) / shadowmapSize), compare);
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result += shadowLerp(uv + (vec2(1.0, -1.0) / shadowmapSize), compare);
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result += shadowLerp(uv + (vec2(1.0, 0.0) / shadowmapSize), compare);
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result += shadowLerp(uv + (vec2(1.0, 1.0) / shadowmapSize), compare);
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2016-10-17 17:39:40 +02:00
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// }
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// }
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return result / 9.0;
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}
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2017-03-17 18:34:03 +01:00
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2017-03-18 18:44:21 +01:00
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float lpToDepth(vec3 lp, const vec2 lightPlane) {
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float d = lightPlane.y - lightPlane.x;
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lp = abs(lp);
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float zcomp = max(lp.x, max(lp.y, lp.z));
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zcomp = (lightPlane.y + lightPlane.x) / (d) - (2.0 * lightPlane.y * lightPlane.x) / (d) / zcomp;
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return zcomp * 0.5 + 0.5;
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}
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float PCFCube(const vec3 lp, const vec3 ml, const float bias, const vec2 lightPlane) {
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// return float(texture(shadowMapCube, ml).r + bias > lpToDepth(lp));
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const float s = 0.001; // TODO: incorrect...
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float compare = lpToDepth(lp, lightPlane) - bias;
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float result = step(compare, texture(shadowMapCube, ml).r);
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result += step(compare, texture(shadowMapCube, ml + vec3(s, s, s)).r);
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result += step(compare, texture(shadowMapCube, ml + vec3(-s, s, s)).r);
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result += step(compare, texture(shadowMapCube, ml + vec3(s, -s, s)).r);
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result += step(compare, texture(shadowMapCube, ml + vec3(s, s, -s)).r);
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result += step(compare, texture(shadowMapCube, ml + vec3(-s, -s, s)).r);
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result += step(compare, texture(shadowMapCube, ml + vec3(s, -s, -s)).r);
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result += step(compare, texture(shadowMapCube, ml + vec3(-s, s, -s)).r);
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result += step(compare, texture(shadowMapCube, ml + vec3(-s, -s, -s)).r);
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result /= 9.0;
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return result;
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2017-03-17 18:34:03 +01:00
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}
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