171 lines
6.2 KiB
Plaintext
171 lines
6.2 KiB
Plaintext
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#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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precision highp sampler2DShadow;
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in vec2 v_position2f;
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#ifdef COMPILE_COLORED_SHADOW
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layout(location = 0) out vec4 output4f;
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#else
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layout(location = 0) out float output1f;
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#endif
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uniform sampler2D u_gbufferNormalTexture;
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uniform sampler2D u_gbufferDepthTexture;
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uniform sampler2DShadow u_sunShadowDepthTexture;
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#ifdef COMPILE_COLORED_SHADOW
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uniform sampler2D u_sunShadowColorTexture;
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#endif
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uniform mat4 u_inverseViewMatrix4f;
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uniform mat4 u_inverseViewProjMatrix4f;
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#ifdef COMPILE_SUN_SHADOW_LOD0
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uniform mat4 u_sunShadowMatrixLOD04f;
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#define SUN_SHADOW_MAP_FRAC 1.0
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#endif
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#ifdef COMPILE_SUN_SHADOW_LOD1
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uniform mat4 u_sunShadowMatrixLOD04f;
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uniform mat4 u_sunShadowMatrixLOD14f;
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#define SUN_SHADOW_MAP_FRAC 0.5
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#endif
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#ifdef COMPILE_SUN_SHADOW_LOD2
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uniform mat4 u_sunShadowMatrixLOD04f;
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uniform mat4 u_sunShadowMatrixLOD14f;
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uniform mat4 u_sunShadowMatrixLOD24f;
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#define SUN_SHADOW_MAP_FRAC 0.3333333
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#endif
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#ifdef COMPILE_SUN_SHADOW_SMOOTH
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const vec2 POISSON_DISK[7] = vec2[](
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vec2(-0.077, 0.995), vec2(0.998, 0.015),
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vec2(-0.116, -0.987), vec2(-0.916, 0.359),
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vec2(-0.697, -0.511), vec2(0.740, -0.612),
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vec2(0.675, 0.682));
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#define SMOOTH_SHADOW_SAMPLES 1.0 / 8.0
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#define SMOOTH_SHADOW_RADIUS 0.00075
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#define SMOOTH_SHADOW_POISSON_SAMPLE(idx, tex, lod, vec3Pos, accum, tmpVec2)\
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tmpVec2 = vec3Pos.xy + POISSON_DISK[idx] * SMOOTH_SHADOW_RADIUS;\
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tmpVec2 = clamp(tmpVec2, vec2(0.001), vec2(0.999));\
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tmpVec2.y += lod;\
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tmpVec2.y *= SUN_SHADOW_MAP_FRAC;\
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accum += textureLod(tex, vec3(tmpVec2, vec3Pos.z), 0.0) * SMOOTH_SHADOW_SAMPLES;
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#endif
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uniform vec3 u_sunDirection3f;
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void main() {
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#ifdef COMPILE_COLORED_SHADOW
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output4f = vec4(0.0);
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#else
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output1f = 0.0;
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#endif
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float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r;
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if(depth < 0.00001) {
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return;
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}
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vec4 normalVector4f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0);
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if(normalVector4f.a < 0.5) {
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return;
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}
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normalVector4f.xyz *= 2.0;
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normalVector4f.xyz -= 1.0;
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vec3 worldSpaceNormal = normalize(mat3(u_inverseViewMatrix4f) * normalVector4f.xyz);
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if(dot(u_sunDirection3f, worldSpaceNormal) < 0.0) {
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return;
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}
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vec4 worldSpacePosition = vec4(v_position2f, depth, 1.0);
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worldSpacePosition.xyz *= 2.0;
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worldSpacePosition.xyz -= 1.0;
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worldSpacePosition = u_inverseViewProjMatrix4f * worldSpacePosition;
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worldSpacePosition.xyz /= worldSpacePosition.w;
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worldSpacePosition.xyz += worldSpaceNormal * 0.05;
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worldSpacePosition.w = 1.0;
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float skyLight = max(normalVector4f.a * 2.0 - 1.0, 0.0);
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float shadowSample;
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vec2 tmpVec2;
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vec4 shadowSpacePosition;
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for(;;) {
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shadowSpacePosition = u_sunShadowMatrixLOD04f * worldSpacePosition;
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if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
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shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy * vec2(1.0, SUN_SHADOW_MAP_FRAC), shadowSpacePosition.z), 0.0);
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#ifdef COMPILE_SUN_SHADOW_SMOOTH
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shadowSample *= SMOOTH_SHADOW_SAMPLES;
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SMOOTH_SHADOW_POISSON_SAMPLE(0, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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SMOOTH_SHADOW_POISSON_SAMPLE(1, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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SMOOTH_SHADOW_POISSON_SAMPLE(2, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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SMOOTH_SHADOW_POISSON_SAMPLE(3, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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SMOOTH_SHADOW_POISSON_SAMPLE(4, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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SMOOTH_SHADOW_POISSON_SAMPLE(5, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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SMOOTH_SHADOW_POISSON_SAMPLE(6, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
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shadowSample = max(shadowSample * 2.0 - 1.0, 0.0);
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#endif
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#ifdef COMPILE_COLORED_SHADOW
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shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
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#endif
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break;
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}
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#if defined(COMPILE_SUN_SHADOW_LOD1) || defined(COMPILE_SUN_SHADOW_LOD2)
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shadowSpacePosition = u_sunShadowMatrixLOD14f * worldSpacePosition;
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if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
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shadowSpacePosition.y += 1.0;
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shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
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shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015), 0.0);
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break;
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}
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#endif
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#ifdef COMPILE_SUN_SHADOW_LOD2
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shadowSpacePosition = u_sunShadowMatrixLOD24f * worldSpacePosition;
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if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
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shadowSpacePosition.y += 2.0;
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shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
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shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015), 0.0);
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break;
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}
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#endif
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#ifdef COMPILE_COLORED_SHADOW
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output4f = vec4(normalVector4f.a);
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#else
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output1f = normalVector4f.a;
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#endif
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return;
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}
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shadowSample *= skyLight;
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#ifdef COMPILE_COLORED_SHADOW
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// reuse normalVector4f:
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normalVector4f = shadowSample > 0.05 ? textureLod(u_sunShadowColorTexture, shadowSpacePosition.xy, 0.0) : vec4(0.0);
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// saturate the colors, looks nice
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float luma = dot(normalVector4f.rgb, vec3(0.299, 0.587, 0.114));
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normalVector4f.rgb = clamp((normalVector4f.rgb - luma) * 1.5 + luma, vec3(0.0), vec3(1.0));
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output4f = vec4(mix(normalVector4f.rgb, vec3(1.0), normalVector4f.a) * shadowSample, shadowSample);
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#else
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output1f = shadowSample;
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#endif
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}
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