e2c245c420
* Improve normal accuracy & Fix wrong SSR * One less sample count
131 lines
4.6 KiB
GLSL
131 lines
4.6 KiB
GLSL
uniform sampler2D ntex;
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#if defined(GL_ES) && defined(GL_FRAGMENT_PRECISION_HIGH)
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uniform highp sampler2D dtex;
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#else
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uniform sampler2D dtex;
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#endif
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uniform sampler2DArrayShadow shadowtex;
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uniform float split0;
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uniform float split1;
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uniform float split2;
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uniform float splitmax;
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uniform float shadow_res;
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uniform float overlap_proportion;
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uniform vec3 sundirection;
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uniform vec3 sun_color;
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in vec2 uv;
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#ifdef GL_ES
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layout (location = 0) out vec4 Diff;
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layout (location = 1) out vec4 Spec;
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#else
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out vec4 Diff;
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out vec4 Spec;
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#endif
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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#stk_include "utils/DiffuseBRDF.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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#stk_include "utils/SunMRP.frag"
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// https://web.archive.org/web/20230210095515/http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1
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float getShadowFactor(vec3 pos, int index, float bias)
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{
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vec4 shadowcoord = (u_shadow_projection_view_matrices[index] * u_inverse_view_matrix * vec4(pos, 1.0));
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shadowcoord.xy /= shadowcoord.w;
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vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
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float d = .5 * shadowcoord.z + .5 - bias;
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vec2 uv = shadowtexcoord * shadow_res;
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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 -= 0.5;
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base_uv /= shadow_res;
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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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float sum = 0.0;
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sum += uw0 * vw0 * texture(shadowtex, vec4(base_uv + (vec2(u0, v0) / shadow_res), float(index), d));
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sum += uw1 * vw0 * texture(shadowtex, vec4(base_uv + (vec2(u1, v0) / shadow_res), float(index), d));
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sum += uw2 * vw0 * texture(shadowtex, vec4(base_uv + (vec2(u2, v0) / shadow_res), float(index), d));
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sum += uw0 * vw1 * texture(shadowtex, vec4(base_uv + (vec2(u0, v1) / shadow_res), float(index), d));
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sum += uw1 * vw1 * texture(shadowtex, vec4(base_uv + (vec2(u1, v1) / shadow_res), float(index), d));
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sum += uw2 * vw1 * texture(shadowtex, vec4(base_uv + (vec2(u2, v1) / shadow_res), float(index), d));
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sum += uw0 * vw2 * texture(shadowtex, vec4(base_uv + (vec2(u0, v2) / shadow_res), float(index), d));
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sum += uw1 * vw2 * texture(shadowtex, vec4(base_uv + (vec2(u1, v2) / shadow_res), float(index), d));
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sum += uw2 * vw2 * texture(shadowtex, vec4(base_uv + (vec2(u2, v2) / shadow_res), float(index), d));
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return sum / 144.0;
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}
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float blend_start(float x) {
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return x * (1.0 - overlap_proportion);
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / u_screen;
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float z = texture(dtex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), u_inverse_projection_matrix);
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vec3 norm = DecodeNormal(texture(ntex, uv).xy);
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float roughness =texture(ntex, uv).z;
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vec3 eyedir = -normalize(xpos.xyz);
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vec3 Lightdir = SunMRP(norm, eyedir);
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float NdotL = clamp(dot(norm, Lightdir), 0., 1.);
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vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
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vec3 Diffuse = DiffuseBRDF(norm, eyedir, Lightdir, vec3(1.), roughness);
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// Shadows
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float factor;
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float bias = max(1.0 - NdotL, .2) / shadow_res;
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if (xpos.z < split0) {
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factor = getShadowFactor(xpos.xyz, 0, bias);
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if (xpos.z > blend_start(split0)) {
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factor = mix(factor, getShadowFactor(xpos.xyz, 1, bias), (xpos.z - blend_start(split0)) / split0 / overlap_proportion);
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}
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} else if (xpos.z < split1) {
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factor = getShadowFactor(xpos.xyz, 1, bias);
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if (xpos.z > blend_start(split1)) {
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factor = mix(factor, getShadowFactor(xpos.xyz, 2, bias), (xpos.z - blend_start(split1)) / split1 / overlap_proportion);
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}
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} else if (xpos.z < split2) {
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factor = getShadowFactor(xpos.xyz, 2, bias);
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if (xpos.z > blend_start(split2)) {
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factor = mix(factor, getShadowFactor(xpos.xyz, 3, bias), (xpos.z - blend_start(split2)) / split2 / overlap_proportion);
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}
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} else if (xpos.z < splitmax) {
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factor = getShadowFactor(xpos.xyz, 3, bias);
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if (xpos.z > blend_start(splitmax)) {
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factor = mix(factor, 1.0, (xpos.z - blend_start(splitmax)) / splitmax / overlap_proportion);
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}
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} else {
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factor = 1.;
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}
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Diff = vec4(factor * NdotL * Diffuse * sun_color, 1.);
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Spec = vec4(factor * NdotL * Specular * sun_color, 1.);
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}
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