21a6e20701
This should hopefully fix some shadow acne edge cases.
137 lines
4 KiB
GLSL
137 lines
4 KiB
GLSL
#version 120
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uniform sampler2DShadow shadow_tex;
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uniform bool shadows_enabled;
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uniform int sun_atlas_size;
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varying vec4 lightSpacePos[4];
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const bool DEBUG_CASCADES = false;
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const float DEPTH_BIAS = 2.0;
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// Ideally these should be passed as an uniform, but we don't support uniform
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// arrays yet
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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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float debugCascade(int cascade)
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{
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const mat2 bayer_matrix = mat2(0, 3, 2, 1);
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const float scale = 0.2;
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vec2 coords = mod(gl_FragCoord.xy * scale, 2.0);
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int threshold = int(bayer_matrix[int(coords.x)][int(coords.y)]);
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if (threshold < cascade)
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return 0.0;
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return 1.0;
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}
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float checkWithinBounds(vec2 coords, vec2 bottomLeft, vec2 topRight)
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{
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vec2 r = step(bottomLeft, coords) - step(topRight, coords);
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return r.x * r.y;
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}
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float sampleOffset(vec4 pos, vec2 offset, vec2 invTexelSize)
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{
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return shadow2DProj(
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shadow_tex, vec4(
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pos.xy + offset * invTexelSize * pos.w,
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pos.z - DEPTH_BIAS * invTexelSize.x,
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pos.w)).r;
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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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float sampleOptimizedPCF(vec4 pos)
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{
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vec2 invTexelSize = vec2(1.0 / float(sun_atlas_size));
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vec2 uv = pos.xy * sun_atlas_size;
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vec2 base_uv = floor(uv + 0.5);
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float s = (uv.x + 0.5 - base_uv.x);
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float t = (uv.y + 0.5 - base_uv.y);
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base_uv -= vec2(0.5);
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base_uv *= invTexelSize;
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pos.xy = base_uv.xy;
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float sum = 0.0;
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float uw0 = (4.0 - 3.0 * s);
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float uw1 = 7.0;
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float uw2 = (1.0 + 3.0 * s);
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float u0 = (3.0 - 2.0 * s) / uw0 - 2.0;
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float u1 = (3.0 + s) / uw1;
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float u2 = s / uw2 + 2.0;
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float vw0 = (4.0 - 3.0 * t);
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float vw1 = 7.0;
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float vw2 = (1.0 + 3.0 * t);
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float v0 = (3.0 - 2.0 * t) / vw0 - 2.0;
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float v1 = (3.0 + t) / vw1;
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float v2 = t / vw2 + 2.0;
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sum += uw0 * vw0 * sampleOffset(pos, vec2(u0, v0), invTexelSize);
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sum += uw1 * vw0 * sampleOffset(pos, vec2(u1, v0), invTexelSize);
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sum += uw2 * vw0 * sampleOffset(pos, vec2(u2, v0), invTexelSize);
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sum += uw0 * vw1 * sampleOffset(pos, vec2(u0, v1), invTexelSize);
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sum += uw1 * vw1 * sampleOffset(pos, vec2(u1, v1), invTexelSize);
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sum += uw2 * vw1 * sampleOffset(pos, vec2(u2, v1), invTexelSize);
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sum += uw0 * vw2 * sampleOffset(pos, vec2(u0, v2), invTexelSize);
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sum += uw1 * vw2 * sampleOffset(pos, vec2(u1, v2), invTexelSize);
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sum += uw2 * vw2 * sampleOffset(pos, vec2(u2, v2), invTexelSize);
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return sum / 144.0;
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}
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float sampleShadowMap(int n)
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{
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float s = 1.0;
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if (n < 4) {
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vec4 pos = lightSpacePos[n];
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pos.xy *= uv_factor;
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pos.xy += uv_shifts[n];
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s = sampleOptimizedPCF(pos);
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}
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return s;
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}
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// Get a value between 0.0 and 1.0 where 0.0 means shadowed and 1.0 means lit
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float getShadowing()
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{
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if (!shadows_enabled)
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return 1.0;
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const float band_size = 0.2;
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const vec2 bandBottomLeft = vec2(band_size);
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const vec2 bandTopRight = vec2(1.0 - band_size);
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for (int i = 0; i < 4; ++i) {
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if (checkWithinBounds(lightSpacePos[i].xy, vec2(0.0), vec2(1.0)) > 0.0 &&
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(lightSpacePos[i].z / lightSpacePos[i].w) <= 1.0) {
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float debug_value = 0.0;
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if (DEBUG_CASCADES)
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debug_value = debugCascade(i);
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if (checkWithinBounds(lightSpacePos[i].xy, bandBottomLeft, bandTopRight) < 1.0) {
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vec2 s =
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smoothstep(vec2(0.0), bandBottomLeft, lightSpacePos[i].xy) -
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smoothstep(bandTopRight, vec2(1.0), lightSpacePos[i].xy);
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float blend = 1.0 - s.x * s.y;
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return clamp(mix(sampleShadowMap(i), sampleShadowMap(i+1), blend) - debug_value, 0.0, 1.0);
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}
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return clamp(sampleShadowMap(i) - debug_value, 0.0, 1.0);
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}
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}
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return 1.0;
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}
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