#version 120 uniform sampler2DShadow shadow_tex; uniform bool shadows_enabled; uniform int sun_atlas_size; varying vec4 lightSpacePos[4]; const bool DEBUG_CASCADES = false; const float DEPTH_BIAS = 1.5; // Ideally these should be passed as an uniform, but we don't support uniform // arrays yet 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); float debugCascade(int cascade) { const mat2 bayer_matrix = mat2(0, 3, 2, 1); const float scale = 0.2; vec2 coords = mod(gl_FragCoord.xy * scale, 2.0); int threshold = int(bayer_matrix[int(coords.x)][int(coords.y)]); if (threshold < cascade) return 0.0; return 1.0; } float checkWithinBounds(vec2 coords, vec2 bottomLeft, vec2 topRight) { vec2 r = step(bottomLeft, coords) - step(topRight, coords); return r.x * r.y; } float sampleOffset(vec4 pos, vec2 offset, vec2 invTexelSize) { return shadow2DProj( shadow_tex, vec4( pos.xy + offset * invTexelSize * pos.w, pos.z - DEPTH_BIAS * invTexelSize.x, pos.w)).r; } // OptimizedPCF from https://github.com/TheRealMJP/Shadows // Original by Ignacio CastaƱo for The Witness // Released under The MIT License float sampleOptimizedPCF(vec4 pos) { vec2 invTexelSize = vec2(1.0 / float(sun_atlas_size)); vec2 uv = pos.xy * sun_atlas_size; vec2 base_uv = floor(uv + 0.5); float s = (uv.x + 0.5 - base_uv.x); float t = (uv.y + 0.5 - base_uv.y); base_uv -= vec2(0.5); base_uv *= invTexelSize; pos.xy = base_uv.xy; float sum = 0.0; float uw0 = (4.0 - 3.0 * s); float uw1 = 7.0; float uw2 = (1.0 + 3.0 * s); float u0 = (3.0 - 2.0 * s) / uw0 - 2.0; float u1 = (3.0 + s) / uw1; float u2 = s / uw2 + 2.0; float vw0 = (4.0 - 3.0 * t); float vw1 = 7.0; float vw2 = (1.0 + 3.0 * t); float v0 = (3.0 - 2.0 * t) / vw0 - 2.0; float v1 = (3.0 + t) / vw1; float v2 = t / vw2 + 2.0; sum += uw0 * vw0 * sampleOffset(pos, vec2(u0, v0), invTexelSize); sum += uw1 * vw0 * sampleOffset(pos, vec2(u1, v0), invTexelSize); sum += uw2 * vw0 * sampleOffset(pos, vec2(u2, v0), invTexelSize); sum += uw0 * vw1 * sampleOffset(pos, vec2(u0, v1), invTexelSize); sum += uw1 * vw1 * sampleOffset(pos, vec2(u1, v1), invTexelSize); sum += uw2 * vw1 * sampleOffset(pos, vec2(u2, v1), invTexelSize); sum += uw0 * vw2 * sampleOffset(pos, vec2(u0, v2), invTexelSize); sum += uw1 * vw2 * sampleOffset(pos, vec2(u1, v2), invTexelSize); sum += uw2 * vw2 * sampleOffset(pos, vec2(u2, v2), invTexelSize); return sum / 144.0; } float sampleShadowMap(int n) { float s = 1.0; if (n < 4) { vec4 pos = lightSpacePos[n]; pos.xy *= uv_factor; pos.xy += uv_shifts[n]; s = sampleOptimizedPCF(pos); } return s; } // Get a value between 0.0 and 1.0 where 0.0 means shadowed and 1.0 means lit float getShadowing() { if (!shadows_enabled) return 1.0; const float band_size = 0.2; const vec2 bandBottomLeft = vec2(band_size); const vec2 bandTopRight = vec2(1.0 - band_size); for (int i = 0; i < 4; ++i) { if (checkWithinBounds(lightSpacePos[i].xy, vec2(0.0), vec2(1.0)) > 0.0 && (lightSpacePos[i].z / lightSpacePos[i].w) <= 1.0) { float debug_value = 0.0; if (DEBUG_CASCADES) debug_value = debugCascade(i); if (checkWithinBounds(lightSpacePos[i].xy, bandBottomLeft, bandTopRight) < 1.0) { vec2 s = smoothstep(vec2(0.0), bandBottomLeft, lightSpacePos[i].xy) - smoothstep(bandTopRight, vec2(1.0), lightSpacePos[i].xy); float blend = 1.0 - s.x * s.y; return clamp(mix(sampleShadowMap(i), sampleShadowMap(i+1), blend) - debug_value, 0.0, 1.0); } return clamp(sampleShadowMap(i) - debug_value, 0.0, 1.0); } } return 1.0; }