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fgdata/Shaders/HDR/shadows.glsl

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#version 330 core
uniform sampler2DShadow shadow_tex;
uniform sampler2D depth_tex; // For Screen Space Shadows
uniform mat4 fg_LightMatrix_csm0;
uniform mat4 fg_LightMatrix_csm1;
uniform mat4 fg_LightMatrix_csm2;
uniform mat4 fg_LightMatrix_csm3;
uniform bool debug_shadow_cascades;
uniform float normal_bias;
uniform bool sss_enabled;
uniform int sss_step_count;
uniform float sss_max_distance;
uniform float sss_depth_bias;
const float BAND_SIZE = 0.1;
const vec2 BAND_BOTTOM_LEFT = vec2(BAND_SIZE);
const vec2 BAND_TOP_RIGHT = vec2(1.0 - BAND_SIZE);
const vec2 UV_SHIFTS[4] = vec2[4](
vec2(0.0, 0.0), vec2(0.5, 0.0),
vec2(0.0, 0.5), vec2(0.5, 0.5));
const vec2 UV_FACTOR = vec2(0.5, 0.5);
// math.glsl
float saturate(float x);
float interleaved_gradient_noise(vec2 uv);
float sample_shadow_map(vec2 coord, vec2 offset, float depth)
{
return texture(shadow_tex, vec3(coord + offset, depth));
}
/*
* OptimizedPCF from https://github.com/TheRealMJP/Shadows
* Original by Ignacio Castaño for The Witness
* Released under The MIT License
*/
float sample_optimized_PCF(vec4 pos, vec2 map_size)
{
vec2 texel_size = vec2(1.0) / map_size;
vec2 offset = vec2(0.5);
vec2 uv = (pos.xy * map_size) + offset;
vec2 base = (floor(uv) - offset) * texel_size;
vec2 st = fract(uv);
vec3 uw = vec3(4.0 - 3.0 * st.x, 7.0, 1.0 + 3.0 * st.x);
vec3 vw = vec3(4.0 - 3.0 * st.y, 7.0, 1.0 + 3.0 * st.y);
vec3 u = vec3((3.0 - 2.0 * st.x) / uw.x - 2.0, (3.0 + st.x) / uw.y, st.x / uw.z + 2.0);
vec3 v = vec3((3.0 - 2.0 * st.y) / vw.x - 2.0, (3.0 + st.y) / vw.y, st.y / vw.z + 2.0);
u *= texel_size.x;
v *= texel_size.y;
float depth = pos.z;
float sum = 0.0;
sum += uw.x * vw.x * sample_shadow_map(base, vec2(u.x, v.x), depth);
sum += uw.y * vw.x * sample_shadow_map(base, vec2(u.y, v.x), depth);
sum += uw.z * vw.x * sample_shadow_map(base, vec2(u.z, v.x), depth);
sum += uw.x * vw.y * sample_shadow_map(base, vec2(u.x, v.y), depth);
sum += uw.y * vw.y * sample_shadow_map(base, vec2(u.y, v.y), depth);
sum += uw.z * vw.y * sample_shadow_map(base, vec2(u.z, v.y), depth);
sum += uw.x * vw.z * sample_shadow_map(base, vec2(u.x, v.z), depth);
sum += uw.y * vw.z * sample_shadow_map(base, vec2(u.y, v.z), depth);
sum += uw.z * vw.z * sample_shadow_map(base, vec2(u.z, v.z), depth);
return sum / 144.0;
}
float sample_cascade(vec4 P, vec2 shift, vec2 map_size)
{
vec4 pos = P;
pos.xy *= UV_FACTOR;
pos.xy += shift;
return sample_optimized_PCF(pos, map_size);
}
float get_blend_factor(vec2 uv, vec2 bottom_left, vec2 top_right)
{
vec2 s = smoothstep(vec2(0.0), bottom_left, uv)
- smoothstep(top_right, vec2(1.0), uv);
return 1.0 - s.x * s.y;
}
bool check_within_bounds(vec2 uv, vec2 bottom_left, vec2 top_right)
{
vec2 r = step(bottom_left, uv) - step(top_right, uv);
return bool(r.x * r.y);
}
bool is_inside_cascade(vec4 P)
{
return check_within_bounds(P.xy, vec2(0.0), vec2(1.0)) && ((P.z / P.w) <= 1.0);
}
bool is_inside_band(vec4 P)
{
return !check_within_bounds(P.xy, BAND_BOTTOM_LEFT, BAND_TOP_RIGHT);
}
/*
* Get the light space position of point P.
* Both P and N must be in view space. The light matrix is also assumed to
* transform from view space to light space.
*/
vec4 get_light_space_position(vec3 P, vec3 N, float NdotL, mat4 light_matrix)
{
float sin_theta = sqrt(1.0 - NdotL * NdotL);
vec3 offset_pos = P + N * (sin_theta * normal_bias);
return light_matrix * vec4(offset_pos, 1.0);
}
/*
* Screen Space Shadows
*
* Implementation mostly based on:
* https://panoskarabelas.com/posts/screen_space_shadows/
*
* Marching done in screen space instead of in view space to save us from doing
* matrix multiplications inside the ray marching loop.
*
* Tolerance trick to avoid "floating shadows" based on Filament.
*/
float get_contact_shadow(vec3 P, vec3 L, mat4 projection_matrix)
{
if (!sss_enabled)
return 1.0;
vec3 vs_ray_start = P;
vec3 vs_ray_end = vs_ray_start + L * sss_max_distance;
vec4 cs_ray_start = projection_matrix * vec4(vs_ray_start, 1.0);
vec4 cs_ray_end = projection_matrix * vec4(vs_ray_end, 1.0);
vec4 cs_view_ray_end = cs_ray_start + projection_matrix
* vec4(0.0, 0.0, sss_max_distance, 0.0);
cs_ray_start /= cs_ray_start.w;
cs_ray_end /= cs_ray_end.w;
cs_view_ray_end /= cs_view_ray_end.w;
// From [-1,1] to [0,1] to sample directly from textures
// z is also mapped to [0,1] to compare it with the depth buffer
vec3 ray_start = cs_ray_start.xyz * 0.5 + 0.5;
vec3 ray_end = cs_ray_end.xyz * 0.5 + 0.5;
vec3 ray = ray_end - ray_start;
float t_max = length(ray);
vec3 ray_dir = ray / t_max;
float dt = t_max / float(sss_step_count);
float dither = interleaved_gradient_noise(gl_FragCoord.xy);
float tolerance = abs(cs_view_ray_end.z - cs_ray_start.z) / float(sss_step_count);
float shadow = 0.0;
for (int i = 0; i < sss_step_count; ++i) {
float t = (float(i) + dither) * dt;
vec3 x_t = ray_start + ray_dir * t;
// Sample the depth buffer. It's reversed, so invert it
float z = 1.0 - texture(depth_tex, x_t.xy).r;
// Depth difference between the current ray sample depth and the actual
// camera depth contained in the depth buffer.
float dz = x_t.z - z - sss_depth_bias;
if (abs(tolerance - dz) < tolerance) {
// We are in shadow
shadow = 1.0;
// Fade the shadows towards the edges of the screen
vec2 screen_fade =
smoothstep(vec2(0.0), vec2(0.07), x_t.xy) -
smoothstep(vec2(0.93), vec2(1.0), x_t.xy);
shadow *= screen_fade.x * screen_fade.y;
break;
}
}
return (1.0 - shadow);
}
/*
* Get the shadowing factor for a given position. 1.0 corresponds to a fragment
* being completely lit, and 0.0 to a fragment being completely in shadow.
* Both P and N must be in view space.
*/
float get_shadowing(vec3 P, vec3 N, vec3 L)
{
float NdotL = saturate(dot(N, L));
vec4 ls_P[4];
ls_P[0] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm0);
ls_P[1] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm1);
ls_P[2] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm2);
ls_P[3] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm3);
vec2 map_size = vec2(textureSize(shadow_tex, 0));
float visibility = 1.0;
for (int i = 0; i < 4; ++i) {
// Map-based cascade selection
// We test if we are inside the cascade bounds to find the tightest
// map that contains the fragment.
if (is_inside_cascade(ls_P[i])) {
if (is_inside_band(ls_P[i])) {
// Blend between cascades if the fragment is near the
// next cascade to avoid abrupt transitions.
float blend = get_blend_factor(ls_P[i].xy,
BAND_BOTTOM_LEFT,
BAND_TOP_RIGHT);
float cascade0 = sample_cascade(ls_P[i],
UV_SHIFTS[i],
map_size);
float cascade1;
if (i == 3) {
// Handle special case of the last cascade
cascade1 = 1.0;
} else {
cascade1 = sample_cascade(ls_P[i+1],
UV_SHIFTS[i+1],
map_size);
}
visibility = mix(cascade0, cascade1, blend);
} else {
// We are far away from the borders of the cascade, so
// we skip the blending to avoid the performance cost
// of sampling the shadow map twice.
visibility = sample_cascade(ls_P[i],
UV_SHIFTS[i],
map_size);
}
break;
}
}
visibility = saturate(visibility);
return visibility;
}
vec3 debug_shadow_color(vec3 color, vec3 P, vec3 N, vec3 L)
{
if (!debug_shadow_cascades)
return color;
float NdotL = saturate(dot(N, L));
vec4 ls_P[4];
ls_P[0] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm0);
ls_P[1] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm1);
ls_P[2] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm2);
ls_P[3] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm3);
vec3 debug_color;
if (is_inside_cascade(ls_P[0]))
debug_color = vec3(1.0, 0.0, 0.0);
else if (is_inside_cascade(ls_P[1]))
debug_color = vec3(0.0, 1.0, 0.0);
else if (is_inside_cascade(ls_P[2]))
debug_color = vec3(0.0, 0.0, 1.0);
else if (is_inside_cascade(ls_P[3]))
debug_color = vec3(1.0, 0.0, 1.0);
else
debug_color = vec3(0.0);
return color * debug_color;
}