174 lines
5.0 KiB
GLSL
174 lines
5.0 KiB
GLSL
uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2DArrayShadow shadowtex;
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//uniform sampler2D warpx;
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///uniform sampler2D warpy;
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uniform vec3 direction;
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uniform vec3 col;
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//uniform int hasclouds;
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//uniform vec2 wind;
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//uniform float shadowoffset;
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#ifdef UBO_DISABLED
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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uniform mat4 ShadowViewProjMatrixes[4];
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uniform vec2 screen;
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#else
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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#endif
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in vec2 uv;
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out vec4 Diff;
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out vec4 Spec;
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vec3 DecodeNormal(vec2 n);
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vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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float getShadowFactor(vec3 pos, float bias, int index)
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{
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//float a[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1);
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vec2 shadowoffset[4] = vec2[](
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vec2(-1., -1.),
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vec2(-1., 1.),
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vec2(1., -1.),
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vec2(1., 1.)
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);
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vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0));
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shadowcoord /= shadowcoord.w;
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vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
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// shadowcoord = (shadowcoord * 0.5) + vec3(0.5);
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// float movex = decdepth(texture(warpx, shadowcoord.xy));
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// float movey = decdepth(texture(warpy, shadowcoord.xy));
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// float dx = movex * 2.0 - 1.0;
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// float dy = movey * 2.0 - 1.0;
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// shadowcoord.xy += vec2(dx, dy);*/
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//float shadowmapz = 2. * texture(shadowtex, vec3(shadowtexcoord, shadowcoord.z).x - 1.;
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// bias += smoothstep(0.001, 0.1, moved) * 0.014; // According to the warping
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float sum = 0.;
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for (int i = 0; i < 4; i++)
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{
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sum += texture(shadowtex, vec4(shadowtexcoord + shadowoffset[i] / 2048., float(index), 0.5 * shadowcoord.z + 0.5));
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}
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return sum / 4.;
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}
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void main() {
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vec2 uv = gl_FragCoord.xy / screen;
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float z = texture(dtex, uv).x;
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vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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float roughness =texture(ntex, uv).z;
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vec3 eyedir = -normalize(xpos.xyz);
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// Normalized on the cpu
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vec3 L = direction;
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float NdotL = max(0., dot(norm, L));
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vec3 Specular = getSpecular(norm, eyedir, L, col, roughness) * NdotL;
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vec3 outcol = NdotL * col;
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// if (hasclouds == 1)
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// {
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// vec2 cloudcoord = (xpos.xz * 0.00833333) + wind;
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// float cloud = texture(cloudtex, cloudcoord).x;
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// //float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y);
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// outcol *= cloud;
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// }
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// Shadows
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float bias = 0.005 * tan(acos(NdotL)); // According to the slope
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bias = clamp(bias, 0., 0.01);
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float factor;
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if (xpos.z < 5.)
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factor = getShadowFactor(xpos.xyz, bias, 0);
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else if (xpos.z < 6.)
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{
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float a = getShadowFactor(xpos.xyz, bias, 0), b = getShadowFactor(xpos.xyz, bias, 1);
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factor = mix(a, b, (xpos.z - 5.));
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}
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else if (xpos.z < 20.)
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factor = getShadowFactor(xpos.xyz, bias, 1);
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else if (xpos.z < 21.)
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{
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float a = getShadowFactor(xpos.xyz, bias, 1), b = getShadowFactor(xpos.xyz, bias, 2);
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factor = mix(a, b, (xpos.z - 20.));
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}
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else if (xpos.z < 50.)
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factor = getShadowFactor(xpos.xyz, bias, 2);
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else if (xpos.z < 55.)
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{
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float a = getShadowFactor(xpos.xyz, bias, 2), b = getShadowFactor(xpos.xyz, bias, 3);
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factor = mix(a, b, (xpos.z - 50.) / 5.);
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}
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else if (xpos.z < 145.)
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factor = getShadowFactor(xpos.xyz, bias, 3);
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else if (xpos.z < 150.)
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{
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factor = mix(getShadowFactor(xpos.xyz, bias, 3), 1., (xpos.z - 145.) / 5.);
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}
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else
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factor = 1.;
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Diff = vec4(factor * NdotL * col, 1.);
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Spec = vec4(factor * Specular, 1.);
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return;
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// float moved = (abs(dx) + abs(dy)) * 0.5;
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// float avi = 0.002;
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// float abi = 0.0025;
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/* float avi = 0.0018;
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float abi = 0.002;
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float bias = avi * tan(acos(NdotL)); // According to the slope
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bias += smoothstep(0.001, 0.1, moved) * abi; // According to the warping
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bias = clamp(bias, 0.001, abi);
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// This ID, and four IDs around this must match for a shadow pixel
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float right = texture(shadowtex, shadowcoord.xy + vec2(shadowoffset, 0.0)).a;
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float left = texture(shadowtex, shadowcoord.xy + vec2(-shadowoffset, 0.0)).a;
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float up = texture(shadowtex, shadowcoord.xy + vec2(0.0, shadowoffset)).a;
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float down = texture(shadowtex, shadowcoord.xy + vec2(0.0, -shadowoffset)).a;
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float matching = ((right + left + up + down) * 0.25) - shadowread.a;
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matching = abs(matching) * 400.0;
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// If the ID is different, we're likely in shadow - cut the bias to cut peter panning
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float off = 7.0 - step(abs(shadowread.a - depthread.a) - matching, 0.004) * 6.0;
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bias /= off;
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const float softness = 8.0; // How soft is the light?
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float shadowed = step(shadowmapz + bias, shadowcoord.z);
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float dist = (shadowcoord.z / shadowmapz) - 1.0;
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float penumbra = dist * softness / gl_FragCoord.z;
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penumbra *= shadowed;*/
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/* outcol.r = (shadowcoord.z - shadowmapz) * 50.0;
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outcol.g = moved;*/
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// FragColor = vec4(outcol, 0.05);
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// OtherOutput = vec4(shadowed, penumbra, shadowed, shadowed);
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}
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