d15b61e9b5
- Removed the multiple return statements, as they can be problematic with older GLSL 120 compilers - Removed debug flags - Moved code to separate functions for readability - Reduced the band size to 0.1 to make more use of the higher quality cascades
138 lines
4.2 KiB
GLSL
138 lines
4.2 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 float DEPTH_BIAS = 2.0;
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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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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 sampleCascade(int n)
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{
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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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return sampleOptimizedPCF(pos);
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}
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float sampleAndBlendBand(int n1, int n2)
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{
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vec2 s = smoothstep(vec2(0.0), BAND_BOTTOM_LEFT, lightSpacePos[n1].xy)
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- smoothstep(BAND_TOP_RIGHT, vec2(1.0), lightSpacePos[n1].xy);
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float blend = 1.0 - s.x * s.y;
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return mix(sampleCascade(n1), sampleCascade(n2), blend);
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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(int n)
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{
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return checkWithinBounds(lightSpacePos[n].xy, vec2(0.0), vec2(1.0)) &&
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((lightSpacePos[n].z / lightSpacePos[n].w) <= 1.0);
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}
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bool isInsideBand(int n)
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{
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return !checkWithinBounds(lightSpacePos[n].xy, BAND_BOTTOM_LEFT, BAND_TOP_RIGHT);
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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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float shadow = 1.0;
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if (shadows_enabled) {
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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(i)) {
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if (isInsideBand(i) && ((i+1) < 4)) {
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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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shadow = clamp(sampleAndBlendBand(i, i+1), 0.0, 1.0);
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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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shadow = clamp(sampleCascade(i), 0.0, 1.0);
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}
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break;
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}
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}
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}
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return shadow;
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}
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