engine/bin/data/shaders/common/shadows.h

150 lines
5.4 KiB
C

const vec2 poissonDisk[16] = vec2[](
vec2( -0.94201624, -0.39906216 ),
vec2( 0.94558609, -0.76890725 ),
vec2( -0.094184101, -0.92938870 ),
vec2( 0.34495938, 0.29387760 ),
vec2( -0.91588581, 0.45771432 ),
vec2( -0.81544232, -0.87912464 ),
vec2( -0.38277543, 0.27676845 ),
vec2( 0.97484398, 0.75648379 ),
vec2( 0.44323325, -0.97511554 ),
vec2( 0.53742981, -0.47373420 ),
vec2( -0.26496911, -0.41893023 ),
vec2( 0.79197514, 0.19090188 ),
vec2( -0.24188840, 0.99706507 ),
vec2( -0.81409955, 0.91437590 ),
vec2( 0.19984126, 0.78641367 ),
vec2( 0.14383161, -0.14100790 )
);
#ifndef SHADOW_SAMPLES
#define SHADOW_SAMPLES ubo.settings.lighting.shadowSamples
#endif
#if VXGI
float shadowFactorVXGI( const Light, float def );
#endif
#if RT
float shadowFactorRT( const Light, float def );
#endif
#if CUBEMAPS
float omniShadowMap( const Light light, float def ) {
return 1.0;
}
#else
float omniShadowMap( const Light light, float def ) {
float factor = 1.0;
const mat4 views[6] = {
mat4( 0, 0, 1, 0, 0, 1, 0, 0,-1, 0, 0, 0, 0, 0, 0, 1 ),
mat4( 0, 0,-1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1 ),
mat4( 1, 0, 0, 0, 0, 0, 1, 0, 0,-1, 0, 0, 0, 0, 0, 1 ),
mat4( 1, 0, 0, 0, 0, 0,-1, 0, 0, 1, 0, 0, 0, 0, 0, 1 ),
mat4( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ),
mat4(-1, 0, 0, 0, 0, 1, 0, 0, 0, 0,-1, 0, 0, 0, 0, 1 ),
};
const vec3 D = normalize(surface.position.world - light.position);
const vec3 N = abs(D);
uint A = N.y > N.x ? 1 : 0;
A = N.z > N[A] ? 2 : A;
uint index = A * 2;
if ( D[A] < 0.0 ) ++index;
vec4 positionClip = light.projection * views[index] * vec4(surface.position.world - light.position, 1.0);
positionClip.xy /= positionClip.w;
if ( positionClip.x < -1 || positionClip.x >= 1 ) return 0.0;
if ( positionClip.y < -1 || positionClip.y >= 1 ) return 0.0;
if ( positionClip.z <= 0 || positionClip.z >= 1 ) return 0.0;
const float bias = light.depthBias;
const float eyeDepth = abs(positionClip.z / positionClip.w);
const vec3 sampleOffsetDirections[20] = {
vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
};
float sampled = 0;
const int samples = int(SHADOW_SAMPLES);
// cubemap point light
if ( light.typeMap == 1 ) {
if ( samples < 1 ) {
sampled = texture(samplerCubemaps[nonuniformEXT(light.indexMap)], D).r ;
} else {
for ( int i = 0; i < samples; ++i ) {
const int idx = int( float(samples) * random(floor(surface.position.world.xyz * 1000.0), i)) % samples;
vec2 poisson = poissonDisk[idx] / 700.0;
vec3 P = vec3( poisson.xy, (poisson.x + poisson.y) * 0.5 );
sampled = texture(samplerCubemaps[nonuniformEXT(light.indexMap)], D + P ).r ;
if ( eyeDepth < sampled - bias ) factor -= 1.0 / samples;
}
return factor;
}
// separated point lights
} else if ( light.typeMap == 2 ) {
const vec2 uv = positionClip.xy * 0.5 + 0.5;
if ( samples < 1 ) {
sampled = texture(samplerTextures[nonuniformEXT(light.indexMap + index)], uv).r ;
} else {
for ( int i = 0; i < samples; ++i ) {
const int idx = int( float(samples) * random(floor(surface.position.world.xyz * 1000.0), i)) % samples;
sampled = texture(samplerTextures[nonuniformEXT(light.indexMap + index)], uv + poissonDisk[idx] / 700.0 ).r ;
if ( eyeDepth < sampled - bias ) factor -= 1.0 / samples;
}
return factor;
}
}
return eyeDepth < sampled - bias ? 0.0 : factor;
}
#endif
float shadowFactor( const Light light, float def ) {
#if RT
return shadowFactorRT( light, def );
#endif
if ( light.typeMap != 0 ) return omniShadowMap( light, def );
if ( !validTextureIndex(light.indexMap) )
#if VXGI
return shadowFactorVXGI( light, def );
#else
return 1.0;
#endif
vec4 positionClip = light.projection * light.view * vec4(surface.position.world, 1.0);
positionClip.xyz /= positionClip.w;
if ( positionClip.x < -1 || positionClip.x >= 1 ) return def; //0.0;
if ( positionClip.y < -1 || positionClip.y >= 1 ) return def; //0.0;
if ( positionClip.z <= 0 || positionClip.z >= 1 ) return def; //0.0;
float factor = 1.0;
// spot light
if ( abs(light.type) == 2 || abs(light.type) == 3 ) {
const float dist = length( positionClip.xy );
if ( dist > 0.5 ) return def; //0.0;
// spot light with attenuation
if ( abs(light.type) == 3 ) {
factor = 1.0 - (pow(dist * 2,2.0));
}
}
const vec2 uv = positionClip.xy * 0.5 + 0.5;
const float bias = light.depthBias;
const float eyeDepth = positionClip.z;
const int samples = int(SHADOW_SAMPLES);
const float invResolution = 1.0 / textureSize( samplerTextures[nonuniformEXT(light.indexMap)], 0 ).x;
if ( samples < 1 ) return eyeDepth < texture(samplerTextures[nonuniformEXT(light.indexMap)], uv).r - bias ? 0.0 : factor;
for ( int i = 0; i < samples; ++i ) {
const int index = int( float(samples) * random(floor(surface.position.world.xyz * 1000.0), i)) % samples;
const float lightDepth = texture(samplerTextures[nonuniformEXT(light.indexMap)], uv + poissonDisk[index] * invResolution ).r;
if ( eyeDepth < lightDepth - bias ) factor -= 1.0 / samples;
}
return factor;
}