168 lines
5.5 KiB
GLSL
Executable file
168 lines
5.5 KiB
GLSL
Executable file
#include "../compiled.glsl"
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uniform sampler2D shadowMap;
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uniform samplerCube shadowMapCube;
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#ifdef _CSM
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uniform vec4 casData[shadowmapCascades * 4 + 4];
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#endif
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// #ifdef _CSM
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// const vec2 smSize = shadowmapSize * vec2(shadowmapCascades, 1.0);
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// #else
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const vec2 smSize = shadowmapSize;
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// #endif
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float shadowCompare(const vec2 uv, const float compare){
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float depth = texture(shadowMap, uv).r;
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return step(compare, depth);
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}
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float shadowLerp(const vec2 uv, const float compare){
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const vec2 texelSize = vec2(1.0) / smSize;
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vec2 f = fract(uv * smSize + 0.5);
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vec2 centroidUV = floor(uv * smSize + 0.5) / smSize;
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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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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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float PCF(const vec2 uv, const float compare) {
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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) / smSize;
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// result += shadowLerp(smSize, uv + off, compare);
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float result = shadowLerp(uv + (vec2(-1.0, -1.0) / smSize), compare);
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result += shadowLerp(uv + (vec2(-1.0, 0.0) / smSize), compare);
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result += shadowLerp(uv + (vec2(-1.0, 1.0) / smSize), compare);
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result += shadowLerp(uv + (vec2(0.0, -1.0) / smSize), compare);
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result += shadowLerp(uv, compare);
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result += shadowLerp(uv + (vec2(0.0, 1.0) / smSize), compare);
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result += shadowLerp(uv + (vec2(1.0, -1.0) / smSize), compare);
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result += shadowLerp(uv + (vec2(1.0, 0.0) / smSize), compare);
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result += shadowLerp(uv + (vec2(1.0, 1.0) / smSize), compare);
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// }
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// }
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return result / 9.0;
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}
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float lpToDepth(vec3 lp, const vec2 lightPlane) {
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// TODO: pass uniforms
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float a = lightPlane.y + lightPlane.x;
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float b = lightPlane.y - lightPlane.x;
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float c = 2.0 * 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 = a / b - c / b / 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, lightPlane));
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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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const float s = shadowmapCubePcfSize; // 0.001 TODO: incorrect...
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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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}
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float shadowTest(const vec3 lPos, const float shadowsBias) {
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// float cosAngle = max(1.0 - dotNL, 0.0);
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// vec3 noff = n * shadowsBias * cosAngle;
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// vec4 lPos = LWVP * vec4(p + noff, 1.0);
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// Out of bounds
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if (lPos.x < 0.0 || lPos.y < 0.0 || lPos.x > 1.0 || lPos.y > 1.0) return 1.0;
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return PCF(lPos.xy, lPos.z - shadowsBias);
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}
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#ifdef _CSM
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mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
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const int c = shadowmapCascades;
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// Get cascade index
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// TODO: use bounding box slice selection instead of sphere
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const vec4 ci = vec4(float(c > 0), float(c > 1), float(c > 2), float(c > 3));
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// int ci;
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// if (d < casData[c * 4].x) ci = 0;
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// else if (d < casData[c * 4].y) ci = 1 * 4;
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// else if (d < casData[c * 4].z) ci = 2 * 4;
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// else ci = 3 * 4;
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// Splits
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vec4 comp = vec4(
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float(d > casData[c * 4].x),
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float(d > casData[c * 4].y),
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float(d > casData[c * 4].z),
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float(d > casData[c * 4].w));
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casi = int(min(dot(ci, comp), c));
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// Get cascade mat
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casIndex = casi * 4;
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return mat4(
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casData[casIndex + 0],
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casData[casIndex + 1],
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casData[casIndex + 2],
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casData[casIndex + 3]);
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}
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float shadowTestCascade(const vec3 eye, const vec3 p, const float shadowsBias) {
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const int c = shadowmapCascades;
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float d = distance(eye, p);
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int casi;
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int casIndex;
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mat4 LWVP = getCascadeMat(d, casi, casIndex);
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vec4 lPos = LWVP * vec4(p, 1.0);
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float visibility = 1.0;
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if (lPos.w > 0.0) visibility = shadowTest(lPos.xyz / lPos.w, shadowsBias);
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// Blend cascade
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// https://github.com/TheRealMJP/Shadows
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const float blendThres = 0.15;
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float nextSplit = casData[c * 4][casi];
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float splitSize = casi == 0 ? nextSplit : nextSplit - casData[c * 4][casi - 1];
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float splitDist = (nextSplit - d) / splitSize;
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if (splitDist <= blendThres && casi != c - 1) {
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int casIndex2 = casIndex + 4;
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mat4 LWVP2 = mat4(
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casData[casIndex2 + 0],
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casData[casIndex2 + 1],
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casData[casIndex2 + 2],
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casData[casIndex2 + 3]);
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vec4 lPos2 = LWVP2 * vec4(p, 1.0);
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float visibility2 = 1.0;
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if (lPos2.w > 0.0) visibility2 = shadowTest(lPos2.xyz / lPos2.w, shadowsBias);
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float lerpAmt = smoothstep(0.0, blendThres, splitDist);
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return mix(visibility2, visibility, lerpAmt);
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}
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return visibility;
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// Visualize cascades
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// if (ci == 0) albedo.rgb = vec3(1.0, 0.0, 0.0);
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// if (ci == 4) albedo.rgb = vec3(0.0, 1.0, 0.0);
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// if (ci == 8) albedo.rgb = vec3(0.0, 0.0, 1.0);
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// if (ci == 12) albedo.rgb = vec3(1.0, 1.0, 0.0);
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}
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#endif
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