#ifndef _SHADOWS_GLSL_ #define _SHADOWS_GLSL_ #include "compiled.inc" #ifdef _CSM uniform vec4 casData[shadowmapCascades * 4 + 4]; #endif #ifdef _SMSizeUniform uniform vec2 smSizeUniform; #endif float PCF(sampler2DShadow shadowMap, const vec2 uv, const float compare, const vec2 smSize) { float result = texture(shadowMap, vec3(uv + (vec2(-1.0, -1.0) / smSize), compare)); result += texture(shadowMap, vec3(uv + (vec2(-1.0, 0.0) / smSize), compare)); result += texture(shadowMap, vec3(uv + (vec2(-1.0, 1.0) / smSize), compare)); result += texture(shadowMap, vec3(uv + (vec2(0.0, -1.0) / smSize), compare)); result += texture(shadowMap, vec3(uv, compare)); result += texture(shadowMap, vec3(uv + (vec2(0.0, 1.0) / smSize), compare)); result += texture(shadowMap, vec3(uv + (vec2(1.0, -1.0) / smSize), compare)); result += texture(shadowMap, vec3(uv + (vec2(1.0, 0.0) / smSize), compare)); result += texture(shadowMap, vec3(uv + (vec2(1.0, 1.0) / smSize), compare)); return result / 9.0; } float lpToDepth(vec3 lp, const vec2 lightProj) { lp = abs(lp); float zcomp = max(lp.x, max(lp.y, lp.z)); zcomp = lightProj.x - lightProj.y / zcomp; return zcomp * 0.5 + 0.5; } float PCFCube(samplerCubeShadow shadowMapCube, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n) { const float s = shadowmapCubePcfSize; // TODO: incorrect... float compare = lpToDepth(lp, lightProj) - bias * 1.5; ml = ml + n * bias * 20; #ifdef _InvY ml.y = -ml.y; #endif float result = texture(shadowMapCube, vec4(ml, compare)); result += texture(shadowMapCube, vec4(ml + vec3(s, s, s), compare)); result += texture(shadowMapCube, vec4(ml + vec3(-s, s, s), compare)); result += texture(shadowMapCube, vec4(ml + vec3(s, -s, s), compare)); result += texture(shadowMapCube, vec4(ml + vec3(s, s, -s), compare)); result += texture(shadowMapCube, vec4(ml + vec3(-s, -s, s), compare)); result += texture(shadowMapCube, vec4(ml + vec3(s, -s, -s), compare)); result += texture(shadowMapCube, vec4(ml + vec3(-s, s, -s), compare)); result += texture(shadowMapCube, vec4(ml + vec3(-s, -s, -s), compare)); return result / 9.0; } float shadowTest(sampler2DShadow shadowMap, const vec3 lPos, const float shadowsBias) { #ifdef _SMSizeUniform vec2 smSize = smSizeUniform; #else const vec2 smSize = shadowmapSize; #endif if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return 1.0; return PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize); } #ifdef _CSM mat4 getCascadeMat(const float d, out int casi, out int casIndex) { const int c = shadowmapCascades; // Get cascade index // TODO: use bounding box slice selection instead of sphere const vec4 ci = vec4(float(c > 0), float(c > 1), float(c > 2), float(c > 3)); // int ci; // if (d < casData[c * 4].x) ci = 0; // else if (d < casData[c * 4].y) ci = 1 * 4; // else if (d < casData[c * 4].z) ci = 2 * 4; // else ci = 3 * 4; // Splits vec4 comp = vec4( float(d > casData[c * 4].x), float(d > casData[c * 4].y), float(d > casData[c * 4].z), float(d > casData[c * 4].w)); casi = int(min(dot(ci, comp), c)); // Get cascade mat casIndex = casi * 4; return mat4( casData[casIndex ], casData[casIndex + 1], casData[casIndex + 2], casData[casIndex + 3]); // if (casIndex == 0) return mat4(casData[0], casData[1], casData[2], casData[3]); // .. } float shadowTestCascade(sampler2DShadow shadowMap, const vec3 eye, const vec3 p, const float shadowsBias) { #ifdef _SMSizeUniform vec2 smSize = smSizeUniform * vec2(shadowmapCascades, 1.0); #else const vec2 smSize = shadowmapSize * vec2(shadowmapCascades, 1.0); #endif const int c = shadowmapCascades; float d = distance(eye, p); int casi; int casIndex; mat4 LWVP = getCascadeMat(d, casi, casIndex); vec4 lPos = LWVP * vec4(p, 1.0); lPos.xyz /= lPos.w; float visibility = 1.0; if (lPos.w > 0.0) visibility = PCF(shadowMap, lPos.xy, lPos.z - shadowsBias, smSize); // Blend cascade // https://github.com/TheRealMJP/Shadows const float blendThres = 0.15; float nextSplit = casData[c * 4][casi]; float splitSize = casi == 0 ? nextSplit : nextSplit - casData[c * 4][casi - 1]; float splitDist = (nextSplit - d) / splitSize; if (splitDist <= blendThres && casi != c - 1) { int casIndex2 = casIndex + 4; mat4 LWVP2 = mat4( casData[casIndex2 ], casData[casIndex2 + 1], casData[casIndex2 + 2], casData[casIndex2 + 3]); vec4 lPos2 = LWVP2 * vec4(p, 1.0); lPos2.xyz /= lPos2.w; float visibility2 = 1.0; if (lPos2.w > 0.0) visibility2 = PCF(shadowMap, lPos2.xy, lPos2.z - shadowsBias, smSize); float lerpAmt = smoothstep(0.0, blendThres, splitDist); return mix(visibility2, visibility, lerpAmt); } return visibility; // Visualize cascades // if (ci == 0) albedo.rgb = vec3(1.0, 0.0, 0.0); // if (ci == 4) albedo.rgb = vec3(0.0, 1.0, 0.0); // if (ci == 8) albedo.rgb = vec3(0.0, 0.0, 1.0); // if (ci == 12) albedo.rgb = vec3(1.0, 1.0, 0.0); } #endif #endif