9f39644199
- The G-Buffer layout has been redesigned to be 96 bits per pixel. There are 24 unused bits that can be used for extra material parameters later (like clearcoat). - Add better debug views for the G-Buffer. - Use octahedron normal encoding. This yields the same results as the previous method but uses 16 bits less. - Use rg11fb10f for the environment mapping cubemaps. - Tweak the shadow mapping parameters and add a colored debug mode. - Only render shadow maps for objects that inherit from model-default.eff or model-pbr.eff instead of having a fallback Effect. Now transparent objects should be ignored (if they are marked as such with model-transparent or similar). - Remove the separate occlusion texture. Now the PBR Effect expects a single texture where R=occlusion, G=roughness and B=metallic.
244 lines
8.3 KiB
GLSL
244 lines
8.3 KiB
GLSL
#version 330 core
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uniform sampler2D depth_tex; // For Screen Space Shadows
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uniform sampler2DShadow shadow_tex;
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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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const float NORMAL_BIAS = 0.02;
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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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// 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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const float SSS_THICKNESS = 0.1;
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const uint SSS_NUM_STEPS = 16u;
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const float SSS_MAX_DISTANCE = 0.05;
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const vec3 DITHER_MAGIC = vec3(0.06711056, 0.00583715, 52.9829189);
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float sampleMap(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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// 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, vec2 mapSize)
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{
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vec2 texelSize = vec2(1.0) / mapSize;
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vec2 offset = vec2(0.5);
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vec2 uv = (pos.xy * mapSize) + offset;
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vec2 base = (floor(uv) - offset) * texelSize;
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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 *= texelSize.x;
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v *= texelSize.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 * sampleMap(base, vec2(u.x, v.x), depth);
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sum += uw.y * vw.x * sampleMap(base, vec2(u.y, v.x), depth);
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sum += uw.z * vw.x * sampleMap(base, vec2(u.z, v.x), depth);
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sum += uw.x * vw.y * sampleMap(base, vec2(u.x, v.y), depth);
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sum += uw.y * vw.y * sampleMap(base, vec2(u.y, v.y), depth);
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sum += uw.z * vw.y * sampleMap(base, vec2(u.z, v.y), depth);
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sum += uw.x * vw.z * sampleMap(base, vec2(u.x, v.z), depth);
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sum += uw.y * vw.z * sampleMap(base, vec2(u.y, v.z), depth);
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sum += uw.z * vw.z * sampleMap(base, vec2(u.z, v.z), depth);
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return sum / 144.0;
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}
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float sampleCascade(vec4 p, vec2 shift, vec2 mapSize)
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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 sampleOptimizedPCF(pos, mapSize);
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}
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float getBlendFactor(vec2 uv, vec2 bottomLeft, vec2 topRight)
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{
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vec2 s = smoothstep(vec2(0.0), bottomLeft, uv)
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- smoothstep(topRight, vec2(1.0), uv);
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return 1.0 - s.x * s.y;
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}
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bool 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 bool(r.x * r.y);
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}
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bool isInsideCascade(vec4 p)
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{
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return checkWithinBounds(p.xy, vec2(0.0), vec2(1.0)) && ((p.z / p.w) <= 1.0);
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}
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bool isInsideBand(vec4 p)
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{
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return !checkWithinBounds(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 getLightSpacePosition(vec3 p, vec3 n, float NdotL, mat4 lightMatrix)
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{
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float sinTheta = sqrt(1.0 - NdotL * NdotL);
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vec3 offsetPos = p + n * (sinTheta * NORMAL_BIAS);
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return lightMatrix * vec4(offsetPos, 1.0);
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}
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/**
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* Screen Space Shadows
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* Implementation mostly from:
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* https://panoskarabelas.com/posts/screen_space_shadows/
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* Marching done in screen space instead of in view space.
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*/
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float getContactShadow(vec3 p, vec3 l, mat4 viewToClip)
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{
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// Ray start and end points in view space
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vec3 viewRayStart = p;
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vec3 viewRayEnd = viewRayStart + l * SSS_MAX_DISTANCE;
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// To clip space
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vec4 clipRayStart = viewToClip * vec4(viewRayStart, 1.0);
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vec4 clipRayEnd = viewToClip * vec4(viewRayEnd, 1.0);
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// Perspective divide
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vec3 rayStart = clipRayStart.xyz / clipRayStart.w;
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vec3 rayEnd = clipRayEnd.xyz / clipRayEnd.w;
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// From [-1,1] to [0,1] to sample directly from textures
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rayStart = rayStart * 0.5 + 0.5;
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rayEnd = rayEnd * 0.5 + 0.5;
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vec3 ray = rayEnd - rayStart;
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float dither = fract(DITHER_MAGIC.z * fract(dot(gl_FragCoord.xy, DITHER_MAGIC.xy)));
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float dt = 1.0 / float(SSS_NUM_STEPS);
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float t = dt * dither + dt;
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float shadow = 0.0;
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for (uint i = 0u; i < SSS_NUM_STEPS; ++i) {
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vec3 samplePos = rayStart + ray * t;
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// Reversed depth buffer, invert it
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float sampleDepth = 1.0 - texture(depth_tex, samplePos.xy).r;
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float dz = samplePos.z - sampleDepth;
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if (dz > 0.00001 && dz < SSS_THICKNESS) {
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shadow = 1.0;
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vec2 screenFade = smoothstep(vec2(0.0), vec2(0.07), samplePos.xy)
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- smoothstep(vec2(0.93), vec2(1.0), samplePos.xy);
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shadow *= screenFade.x * screenFade.y;
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break;
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}
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t += dt;
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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 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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* viewToClip transforms a point from view space to clip space. Used for SSS.
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*/
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float getShadowing(vec3 p, vec3 n, vec3 l, mat4 viewToClip)
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{
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float NdotL = clamp(dot(n, l), 0.0, 1.0);
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vec4 lightSpacePos[4];
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lightSpacePos[0] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm0);
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lightSpacePos[1] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm1);
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lightSpacePos[2] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm2);
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lightSpacePos[3] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm3);
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vec2 mapSize = 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 (isInsideCascade(lightSpacePos[i])) {
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if (isInsideBand(lightSpacePos[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 = getBlendFactor(lightSpacePos[i].xy,
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BAND_BOTTOM_LEFT,
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BAND_TOP_RIGHT);
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float cascade0 = sampleCascade(lightSpacePos[i],
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uv_shifts[i],
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mapSize);
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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 = sampleCascade(lightSpacePos[i+1],
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uv_shifts[i+1],
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mapSize);
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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 = sampleCascade(lightSpacePos[i],
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uv_shifts[i],
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mapSize);
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}
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break;
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}
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}
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visibility = clamp(visibility, 0.0, 1.0);
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if (visibility > 0.0)
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visibility *= getContactShadow(p, l, viewToClip);
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return visibility;
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}
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vec3 debugShadowColor(vec3 p, vec3 n, vec3 l)
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{
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float NdotL = clamp(dot(n, l), 0.0, 1.0);
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vec4 lightSpacePos[4];
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lightSpacePos[0] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm0);
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lightSpacePos[1] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm1);
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lightSpacePos[2] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm2);
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lightSpacePos[3] = getLightSpacePosition(p, n, NdotL, fg_LightMatrix_csm3);
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if (isInsideCascade(lightSpacePos[0]))
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return vec3(1.0, 0.0, 0.0);
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else if (isInsideCascade(lightSpacePos[1]))
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return vec3(0.0, 1.0, 0.0);
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else if (isInsideCascade(lightSpacePos[2]))
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return vec3(0.0, 0.0, 1.0);
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else if (isInsideCascade(lightSpacePos[3]))
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return vec3(1.0, 0.0, 1.0);
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return vec3(0.0);
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}
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