2023-04-07 06:17:37 +00:00
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#version 330 core
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uniform sampler2DShadow shadow_tex;
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uniform sampler2D depth_tex; // For Screen Space Shadows
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uniform mat4 fg_LightMatrix_csm0;
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uniform mat4 fg_LightMatrix_csm1;
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uniform mat4 fg_LightMatrix_csm2;
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uniform mat4 fg_LightMatrix_csm3;
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2023-10-03 23:56:47 +00:00
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uniform bool debug_shadow_cascades;
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uniform float normal_bias;
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uniform bool sss_enabled;
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uniform int sss_step_count;
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uniform float sss_max_distance;
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uniform float sss_depth_bias;
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2023-04-07 06:17:37 +00:00
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const float BAND_SIZE = 0.1;
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const vec2 BAND_BOTTOM_LEFT = vec2(BAND_SIZE);
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const vec2 BAND_TOP_RIGHT = vec2(1.0 - BAND_SIZE);
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const vec2 UV_SHIFTS[4] = vec2[4](
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vec2(0.0, 0.0), vec2(0.5, 0.0),
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vec2(0.0, 0.5), vec2(0.5, 0.5));
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const vec2 UV_FACTOR = vec2(0.5, 0.5);
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2023-04-07 06:17:37 +00:00
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2023-10-03 23:56:47 +00:00
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// math.glsl
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float saturate(float x);
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float interleaved_gradient_noise(vec2 uv);
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2023-04-07 06:17:37 +00:00
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float sample_shadow_map(vec2 coord, vec2 offset, float depth)
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{
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return texture(shadow_tex, vec3(coord + offset, depth));
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}
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/*
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* OptimizedPCF from https://github.com/TheRealMJP/Shadows
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* Original by Ignacio Castaño for The Witness
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* Released under The MIT License
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*/
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float sample_optimized_PCF(vec4 pos, vec2 map_size)
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{
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vec2 texel_size = vec2(1.0) / map_size;
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vec2 offset = vec2(0.5);
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vec2 uv = (pos.xy * map_size) + offset;
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vec2 base = (floor(uv) - offset) * texel_size;
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vec2 st = fract(uv);
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vec3 uw = vec3(4.0 - 3.0 * st.x, 7.0, 1.0 + 3.0 * st.x);
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vec3 vw = vec3(4.0 - 3.0 * st.y, 7.0, 1.0 + 3.0 * st.y);
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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);
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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);
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u *= texel_size.x;
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v *= texel_size.y;
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float depth = pos.z;
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float sum = 0.0;
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sum += uw.x * vw.x * sample_shadow_map(base, vec2(u.x, v.x), depth);
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sum += uw.y * vw.x * sample_shadow_map(base, vec2(u.y, v.x), depth);
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sum += uw.z * vw.x * sample_shadow_map(base, vec2(u.z, v.x), depth);
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sum += uw.x * vw.y * sample_shadow_map(base, vec2(u.x, v.y), depth);
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sum += uw.y * vw.y * sample_shadow_map(base, vec2(u.y, v.y), depth);
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sum += uw.z * vw.y * sample_shadow_map(base, vec2(u.z, v.y), depth);
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sum += uw.x * vw.z * sample_shadow_map(base, vec2(u.x, v.z), depth);
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sum += uw.y * vw.z * sample_shadow_map(base, vec2(u.y, v.z), depth);
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sum += uw.z * vw.z * sample_shadow_map(base, vec2(u.z, v.z), depth);
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return sum / 144.0;
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}
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float sample_cascade(vec4 P, vec2 shift, vec2 map_size)
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{
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vec4 pos = P;
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pos.xy *= UV_FACTOR;
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pos.xy += shift;
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return sample_optimized_PCF(pos, map_size);
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}
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float get_blend_factor(vec2 uv, vec2 bottom_left, vec2 top_right)
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{
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vec2 s = smoothstep(vec2(0.0), bottom_left, uv)
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- smoothstep(top_right, vec2(1.0), uv);
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return 1.0 - s.x * s.y;
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}
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bool check_within_bounds(vec2 uv, vec2 bottom_left, vec2 top_right)
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{
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vec2 r = step(bottom_left, uv) - step(top_right, uv);
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return bool(r.x * r.y);
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}
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bool is_inside_cascade(vec4 P)
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{
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return check_within_bounds(P.xy, vec2(0.0), vec2(1.0)) && ((P.z / P.w) <= 1.0);
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}
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bool is_inside_band(vec4 P)
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{
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return !check_within_bounds(P.xy, BAND_BOTTOM_LEFT, BAND_TOP_RIGHT);
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}
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/*
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* Get the light space position of point P.
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* Both P and N must be in view space. The light matrix is also assumed to
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* transform from view space to light space.
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*/
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vec4 get_light_space_position(vec3 P, vec3 N, float NdotL, mat4 light_matrix)
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{
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float sin_theta = sqrt(1.0 - NdotL * NdotL);
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vec3 offset_pos = P + N * (sin_theta * normal_bias);
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return light_matrix * vec4(offset_pos, 1.0);
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}
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/*
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* Screen Space Shadows
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*
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* Implementation mostly based on:
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* https://panoskarabelas.com/posts/screen_space_shadows/
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*
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* Marching done in screen space instead of in view space to save us from doing
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* matrix multiplications inside the ray marching loop.
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*
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* Tolerance trick to avoid "floating shadows" based on Filament.
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*/
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float get_contact_shadow(vec3 P, vec3 L, mat4 projection_matrix)
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{
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if (!sss_enabled)
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return 1.0;
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vec3 vs_ray_start = P;
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vec3 vs_ray_end = vs_ray_start + L * sss_max_distance;
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vec4 cs_ray_start = projection_matrix * vec4(vs_ray_start, 1.0);
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vec4 cs_ray_end = projection_matrix * vec4(vs_ray_end, 1.0);
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vec4 cs_view_ray_end = cs_ray_start + projection_matrix
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* vec4(0.0, 0.0, sss_max_distance, 0.0);
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cs_ray_start /= cs_ray_start.w;
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cs_ray_end /= cs_ray_end.w;
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cs_view_ray_end /= cs_view_ray_end.w;
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// From [-1,1] to [0,1] to sample directly from textures
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// z is also mapped to [0,1] to compare it with the depth buffer
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vec3 ray_start = cs_ray_start.xyz * 0.5 + 0.5;
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vec3 ray_end = cs_ray_end.xyz * 0.5 + 0.5;
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vec3 ray = ray_end - ray_start;
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float t_max = length(ray);
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vec3 ray_dir = ray / t_max;
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float dt = t_max / float(sss_step_count);
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float dither = interleaved_gradient_noise(gl_FragCoord.xy);
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float tolerance = abs(cs_view_ray_end.z - cs_ray_start.z) / float(sss_step_count);
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float shadow = 0.0;
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for (int i = 0; i < sss_step_count; ++i) {
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float t = (float(i) + dither) * dt;
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vec3 x_t = ray_start + ray_dir * t;
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// Sample the depth buffer. It's reversed, so invert it
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float z = 1.0 - texture(depth_tex, x_t.xy).r;
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// Depth difference between the current ray sample depth and the actual
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// camera depth contained in the depth buffer.
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float dz = x_t.z - z - sss_depth_bias;
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if (abs(tolerance - dz) < tolerance) {
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// We are in shadow
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shadow = 1.0;
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// Fade the shadows towards the edges of the screen
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vec2 screen_fade =
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smoothstep(vec2(0.0), vec2(0.07), x_t.xy) -
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smoothstep(vec2(0.93), vec2(1.0), x_t.xy);
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shadow *= screen_fade.x * screen_fade.y;
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break;
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}
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}
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return (1.0 - shadow);
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}
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/*
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* Get the shadowing factor for a given position. 1.0 corresponds to a fragment
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* being completely lit, and 0.0 to a fragment being completely in shadow.
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* Both P and N must be in view space.
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*/
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float get_shadowing(vec3 P, vec3 N, vec3 L)
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{
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float NdotL = saturate(dot(N, L));
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vec4 ls_P[4];
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ls_P[0] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm0);
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ls_P[1] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm1);
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ls_P[2] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm2);
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ls_P[3] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm3);
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vec2 map_size = vec2(textureSize(shadow_tex, 0));
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float visibility = 1.0;
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for (int i = 0; i < 4; ++i) {
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// Map-based cascade selection
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// We test if we are inside the cascade bounds to find the tightest
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// map that contains the fragment.
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if (is_inside_cascade(ls_P[i])) {
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if (is_inside_band(ls_P[i])) {
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// Blend between cascades if the fragment is near the
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// next cascade to avoid abrupt transitions.
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float blend = get_blend_factor(ls_P[i].xy,
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BAND_BOTTOM_LEFT,
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BAND_TOP_RIGHT);
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float cascade0 = sample_cascade(ls_P[i],
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UV_SHIFTS[i],
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map_size);
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float cascade1;
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if (i == 3) {
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// Handle special case of the last cascade
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cascade1 = 1.0;
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} else {
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cascade1 = sample_cascade(ls_P[i+1],
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UV_SHIFTS[i+1],
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map_size);
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}
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visibility = mix(cascade0, cascade1, blend);
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} else {
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// We are far away from the borders of the cascade, so
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// we skip the blending to avoid the performance cost
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// of sampling the shadow map twice.
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visibility = sample_cascade(ls_P[i],
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UV_SHIFTS[i],
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map_size);
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}
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break;
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}
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}
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visibility = saturate(visibility);
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return visibility;
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}
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vec3 debug_shadow_color(vec3 color, vec3 P, vec3 N, vec3 L)
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{
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if (!debug_shadow_cascades)
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return color;
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float NdotL = saturate(dot(N, L));
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vec4 ls_P[4];
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ls_P[0] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm0);
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ls_P[1] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm1);
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ls_P[2] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm2);
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ls_P[3] = get_light_space_position(P, N, NdotL, fg_LightMatrix_csm3);
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vec3 debug_color;
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if (is_inside_cascade(ls_P[0]))
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debug_color = vec3(1.0, 0.0, 0.0);
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else if (is_inside_cascade(ls_P[1]))
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debug_color = vec3(0.0, 1.0, 0.0);
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else if (is_inside_cascade(ls_P[2]))
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debug_color = vec3(0.0, 0.0, 1.0);
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else if (is_inside_cascade(ls_P[3]))
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debug_color = vec3(1.0, 0.0, 1.0);
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else
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debug_color = vec3(0.0);
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return color * debug_color;
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}
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