211 lines
5.3 KiB
GLSL
211 lines
5.3 KiB
GLSL
/* Copy the depth only shadowmap into another texture while converting
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* to linear depth (or other storage method) and doing a 3x3 box filter. */
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layout(std140) uniform shadow_render_block {
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mat4 ShadowMatrix[6];
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mat4 FaceViewMatrix[6];
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vec4 lampPosition;
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float cubeTexelSize;
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float storedTexelSize;
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float nearClip;
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float farClip;
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int shadowSampleCount;
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float shadowInvSampleCount;
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};
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#ifdef CSM
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uniform sampler2DArray shadowTexture;
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uniform int cascadeId;
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#else
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uniform samplerCube shadowTexture;
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uniform int faceId;
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#endif
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uniform float shadowFilterSize;
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out vec4 FragColor;
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float linear_depth(float z)
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{
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return (nearClip * farClip) / (z * (nearClip - farClip) + farClip);
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}
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vec4 linear_depth(vec4 z)
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{
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return (nearClip * farClip) / (z * (nearClip - farClip) + farClip);
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}
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#ifdef CSM
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vec4 get_world_distance(vec4 depths, vec3 cos[4])
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{
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/* Background case */
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vec4 is_background = step(vec4(0.99999), depths);
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depths *= abs(farClip - nearClip); /* Same factor as in shadow_cascade(). */
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depths += 1e1 * is_background;
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return depths;
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}
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float get_world_distance(float depth, vec3 cos)
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{
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/* Background case */
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float is_background = step(0.9999, depth);
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depth *= abs(farClip - nearClip); /* Same factor as in shadow_cascade(). */
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depth += 1e1 * is_background;
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return depth;
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}
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#else /* CUBEMAP */
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vec4 get_world_distance(vec4 depths, vec3 cos[4])
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{
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vec4 is_background = step(vec4(1.0), depths);
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depths = linear_depth(depths);
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depths += vec4(1e1) * is_background;
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cos[0] = normalize(abs(cos[0]));
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cos[1] = normalize(abs(cos[1]));
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cos[2] = normalize(abs(cos[2]));
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cos[3] = normalize(abs(cos[3]));
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vec4 cos_vec;
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cos_vec.x = max(cos[0].x, max(cos[0].y, cos[0].z));
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cos_vec.y = max(cos[1].x, max(cos[1].y, cos[1].z));
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cos_vec.z = max(cos[2].x, max(cos[2].y, cos[2].z));
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cos_vec.w = max(cos[3].x, max(cos[3].y, cos[3].z));
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return depths / cos_vec;
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}
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float get_world_distance(float depth, vec3 cos)
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{
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float is_background = step(1.0, depth);
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depth = linear_depth(depth);
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depth += 1e1 * is_background;
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cos = normalize(abs(cos));
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float cos_vec = max(cos.x, max(cos.y, cos.z));
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return depth / cos_vec;
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}
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#endif
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/* Marco Salvi's GDC 2008 presentation about shadow maps pre-filtering techniques slide 24 */
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float ln_space_prefilter(float w0, float x, float w1, float y)
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{
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return x + log(w0 + w1 * exp(y - x));
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}
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#define SAMPLE_WEIGHT 0.11111
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#ifdef ESM
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void prefilter(vec4 depths, inout float accum)
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{
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accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.x);
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accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.y);
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accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.z);
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accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.w);
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}
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#else /* VSM */
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void prefilter(vec4 depths, inout vec2 accum)
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{
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vec4 depths_sqr = depths * depths;
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accum += vec2(dot(vec4(1.0), depths), dot(vec4(1.0), depths_sqr)) * SAMPLE_WEIGHT;
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}
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#endif
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#ifdef CSM
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vec3 get_texco(vec2 uvs, vec2 ofs)
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{
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return vec3(uvs + ofs, float(cascadeId));
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}
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#else /* CUBEMAP */
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const vec3 minorAxisX[6] = vec3[6](
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vec3(0.0f, 0.0f, -1.0f),
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vec3(0.0f, 0.0f, 1.0f),
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vec3(1.0f, 0.0f, 0.0f),
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vec3(1.0f, 0.0f, 0.0f),
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vec3(1.0f, 0.0f, 0.0f),
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vec3(-1.0f, 0.0f, 0.0f)
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);
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const vec3 minorAxisY[6] = vec3[6](
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vec3(0.0f, -1.0f, 0.0f),
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vec3(0.0f, -1.0f, 0.0f),
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vec3(0.0f, 0.0f, 1.0f),
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vec3(0.0f, 0.0f, -1.0f),
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vec3(0.0f, -1.0f, 0.0f),
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vec3(0.0f, -1.0f, 0.0f)
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);
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const vec3 majorAxis[6] = vec3[6](
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vec3(1.0f, 0.0f, 0.0f),
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vec3(-1.0f, 0.0f, 0.0f),
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vec3(0.0f, 1.0f, 0.0f),
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vec3(0.0f, -1.0f, 0.0f),
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vec3(0.0f, 0.0f, 1.0f),
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vec3(0.0f, 0.0f, -1.0f)
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);
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vec3 get_texco(vec2 uvs, vec2 ofs)
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{
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uvs += ofs;
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return majorAxis[faceId] + uvs.x * minorAxisX[faceId] + uvs.y * minorAxisY[faceId];
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}
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#endif
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void main() {
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/* Copy the depth only shadowmap into another texture while converting
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* to linear depth and do a 3x3 box blur. */
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#ifdef CSM
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vec2 uvs = gl_FragCoord.xy * storedTexelSize;
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#else /* CUBEMAP */
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vec2 uvs = gl_FragCoord.xy * cubeTexelSize * 2.0 - 1.0;
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#endif
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/* Center texel */
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vec3 co = get_texco(uvs, vec2(0.0));
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float depth = texture(shadowTexture, co).r;
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depth = get_world_distance(depth, co);
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if (shadowFilterSize == 0.0) {
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#ifdef ESM
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FragColor = vec4(depth);
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#else /* VSM */
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FragColor = vec2(depth, depth * depth).xyxy;
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#endif
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return;
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}
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#ifdef ESM
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float accum = ln_space_prefilter(0.0, 0.0, SAMPLE_WEIGHT, depth);
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#else /* VSM */
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vec2 accum = vec2(depth, depth * depth) * SAMPLE_WEIGHT;
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#endif
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#ifdef CSM
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vec3 ofs = vec3(1.0, 0.0, -1.0) * shadowFilterSize;
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#else /* CUBEMAP */
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vec3 ofs = vec3(1.0, 0.0, -1.0) * shadowFilterSize;
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#endif
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vec3 cos[4];
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cos[0] = get_texco(uvs, ofs.zz);
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cos[1] = get_texco(uvs, ofs.yz);
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cos[2] = get_texco(uvs, ofs.xz);
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cos[3] = get_texco(uvs, ofs.zy);
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vec4 depths;
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depths.x = texture(shadowTexture, cos[0]).r;
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depths.y = texture(shadowTexture, cos[1]).r;
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depths.z = texture(shadowTexture, cos[2]).r;
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depths.w = texture(shadowTexture, cos[3]).r;
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depths = get_world_distance(depths, cos);
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prefilter(depths, accum);
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cos[0] = get_texco(uvs, ofs.xy);
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cos[1] = get_texco(uvs, ofs.zx);
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cos[2] = get_texco(uvs, ofs.yx);
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cos[3] = get_texco(uvs, ofs.xx);
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depths.x = texture(shadowTexture, cos[0]).r;
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depths.y = texture(shadowTexture, cos[1]).r;
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depths.z = texture(shadowTexture, cos[2]).r;
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depths.w = texture(shadowTexture, cos[3]).r;
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depths = get_world_distance(depths, cos);
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prefilter(depths, accum);
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FragColor = vec2(accum).xyxy;
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}
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