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146 lines
5.8 KiB
Text
Executable file
146 lines
5.8 KiB
Text
Executable file
<!
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// Shadow.slh
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// libraries/render-utils/src
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//
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// Created by Sam Gateau on 1/4/15.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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!>
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<@if not SHADOW_SLH@>
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<@def SHADOW_SLH@>
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<@include render-utils/ShaderConstants.h@>
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<@include ShadowCore.slh@>
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#define SHADOW_DITHER 1
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#define SHADOW_NOISE_ENABLED 0
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#define SHADOW_SCREEN_SPACE_DITHER 1
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// the shadow texture
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LAYOUT(binding=RENDER_UTILS_TEXTURE_SHADOW) uniform sampler2DArrayShadow shadowMaps;
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// Sample the shadowMap with PCF (built-in)
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float fetchShadow(int cascadeIndex, vec3 shadowTexcoord) {
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return texture(shadowMaps, vec4(shadowTexcoord.xy, cascadeIndex, shadowTexcoord.z));
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}
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vec2 PCFkernel[4] = vec2[4](
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vec2(-1.5, 0.5),
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vec2(0.5, 0.5),
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vec2(-1.5, -1.5),
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vec2(0.5, -1.5)
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);
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#if SHADOW_NOISE_ENABLED
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float evalShadowNoise(vec4 seed) {
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float dot_product = dot(seed, vec4(12.9898,78.233,45.164,94.673));
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return fract(sin(dot_product) * 43758.5453);
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}
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#endif
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struct ShadowSampleOffsets {
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vec3 points[4];
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};
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ShadowSampleOffsets evalShadowFilterOffsets(vec4 position) {
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float shadowScale = getShadowScale();
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ShadowSampleOffsets offsets;
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#if SHADOW_SCREEN_SPACE_DITHER
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// Pattern dithering in screen space
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ivec2 coords = ivec2(gl_FragCoord.xy);
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#else
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// Pattern dithering in world space (mm resolution)
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ivec2 coords = ivec2(position.x, position.y+position.z);
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#endif
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#if SHADOW_NOISE_ENABLED
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// Add some noise to break dithering
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int index = int(4.0*evalShadowNoise(gl_FragCoord.xyyx))%4;
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coords.x += index & 1;
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coords.y += (index & 2) >> 1;
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#endif
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// Offset for efficient PCF, see https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html
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ivec2 offset = coords & ivec2(1,1);
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offset.y = (offset.x+offset.y) & 1;
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offsets.points[0] = shadowScale * vec3(vec2(offset) + PCFkernel[0], 0.0);
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offsets.points[1] = shadowScale * vec3(vec2(offset) + PCFkernel[1], 0.0);
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offsets.points[2] = shadowScale * vec3(vec2(offset) + PCFkernel[2], 0.0);
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offsets.points[3] = shadowScale * vec3(vec2(offset) + PCFkernel[3], 0.0);
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return offsets;
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}
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float evalShadowAttenuationPCF(int cascadeIndex, ShadowSampleOffsets offsets, vec4 shadowTexcoord, float bias) {
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shadowTexcoord.z -= bias;
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#if SHADOW_DITHER
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float shadowAttenuation = 0.25 * (
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fetchShadow(cascadeIndex, shadowTexcoord.xyz + offsets.points[0]) +
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fetchShadow(cascadeIndex, shadowTexcoord.xyz + offsets.points[1]) +
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fetchShadow(cascadeIndex, shadowTexcoord.xyz + offsets.points[2]) +
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fetchShadow(cascadeIndex, shadowTexcoord.xyz + offsets.points[3])
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);
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#else
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float shadowAttenuation = fetchShadow(cascadeIndex, shadowTexcoord.xyz);
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#endif
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return shadowAttenuation;
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}
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float evalShadowCascadeAttenuation(int cascadeIndex, ShadowSampleOffsets offsets, vec4 shadowTexcoord, float slopeNdotL) {
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float bias = getShadowFixedBias(cascadeIndex) + getShadowSlopeBias(cascadeIndex) * slopeNdotL;
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return evalShadowAttenuationPCF(cascadeIndex, offsets, shadowTexcoord, bias);
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}
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float evalShadowAttenuation(vec3 worldLightDir, vec4 worldPosition, float viewDepth, vec3 worldNormal) {
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ShadowSampleOffsets offsets = evalShadowFilterOffsets(worldPosition);
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vec4 cascadeShadowCoords[4];
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vec4 cascadeWeights;
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vec4 cascadeAttenuations = vec4(1.0);
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vec3 cascadeMix;
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bvec4 isPixelOnCascade;
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int cascadeIndex;
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float NdotL = clamp(dot(worldLightDir, worldNormal), 0.0, 1.0);
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float slopeNdotL = min(2.0, sqrt(1.0-NdotL*NdotL) / NdotL);
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for (cascadeIndex=0 ; cascadeIndex<getShadowCascadeCount() ; cascadeIndex++) {
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cascadeShadowCoords[cascadeIndex] = evalShadowTexcoord(cascadeIndex, worldPosition);
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}
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isPixelOnCascade.x = isShadowCascadeProjectedOnPixel(cascadeShadowCoords[0]);
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isPixelOnCascade.y = isShadowCascadeProjectedOnPixel(cascadeShadowCoords[1]);
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isPixelOnCascade.z = isShadowCascadeProjectedOnPixel(cascadeShadowCoords[2]);
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isPixelOnCascade.w = isShadowCascadeProjectedOnPixel(cascadeShadowCoords[3]);
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cascadeAttenuations.x = mix(1.0, evalShadowCascadeAttenuation(0, offsets, cascadeShadowCoords[0], slopeNdotL), float(isPixelOnCascade.x));
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cascadeAttenuations.y = mix(1.0, evalShadowCascadeAttenuation(1, offsets, cascadeShadowCoords[1], slopeNdotL), float(isPixelOnCascade.y));
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cascadeAttenuations.z = mix(1.0, evalShadowCascadeAttenuation(2, offsets, cascadeShadowCoords[2], slopeNdotL), float(isPixelOnCascade.z));
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cascadeAttenuations.w = mix(1.0, evalShadowCascadeAttenuation(3, offsets, cascadeShadowCoords[3], slopeNdotL), float(isPixelOnCascade.w));
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cascadeWeights.x = evalShadowCascadeWeight(cascadeShadowCoords[0]);
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cascadeWeights.y = evalShadowCascadeWeight(cascadeShadowCoords[1]);
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cascadeWeights.z = evalShadowCascadeWeight(cascadeShadowCoords[2]);
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cascadeWeights.w = evalShadowCascadeWeight(cascadeShadowCoords[3]);
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cascadeWeights = mix(vec4(0.0), cascadeWeights, isPixelOnCascade);
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cascadeMix.x = evalCascadeMix(cascadeWeights.x, cascadeWeights.y);
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cascadeMix.y = evalCascadeMix(cascadeWeights.y, cascadeWeights.z);
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cascadeMix.z = evalCascadeMix(cascadeWeights.z, cascadeWeights.w);
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vec3 attenuations = mix(cascadeAttenuations.xyz, cascadeAttenuations.yzw, cascadeMix.xyz);
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attenuations.x = mix(1.0, attenuations.x, isPixelOnCascade.x);
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attenuations.y = mix(1.0, attenuations.y, !isPixelOnCascade.x && isPixelOnCascade.y);
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attenuations.z = mix(1.0, attenuations.z, !any(isPixelOnCascade.xy) && any(isPixelOnCascade.zw));
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float attenuation = min(attenuations.x, min(attenuations.y, attenuations.z));
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// Falloff to max distance
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return mix(1.0, attenuation, evalShadowFalloff(viewDepth));
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}
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<@endif@>
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