200 lines
5.7 KiB
GLSL
200 lines
5.7 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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{
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/* Use vectors to avoid alignment padding. */
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ivec4 shadowSampleCount;
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vec4 shadowInvSampleCount;
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vec4 filterSize;
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int viewCount;
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int baseId;
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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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float exponent;
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};
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#ifdef CSM
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uniform sampler2DArray shadowTexture;
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#else
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uniform samplerCube shadowTexture;
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#endif
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flat in int layerID;
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#ifdef CSM
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# define cascadeID layerID
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#else
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# define cascadeID 0
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#endif
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out vec4 FragColor;
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#define linear_depth(z) \
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((nearClip * farClip) / (clamp(z, 0.0, 0.999999) * (nearClip - farClip) + farClip))
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/* add bias so background filtering does not bleed into shadow map */
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#define BACKGROUND_BIAS 0.05
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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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depths += step(vec4(0.9999), depths) * BACKGROUND_BIAS;
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return clamp(
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depths * abs(farClip - nearClip), 0.0, 1e10); /* Same factor as in shadow_cascade(). */
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}
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float get_world_distance(float depth, vec3 cos)
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{
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depth += step(0.9999, depth) * BACKGROUND_BIAS;
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return clamp(
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depth * abs(farClip - nearClip), 0.0, 1e10); /* Same factor as in shadow_cascade(). */
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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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depths = linear_depth(depths);
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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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depth = linear_depth(depth);
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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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#define ln_space_prefilter_step(ref, sample) exp(sample - ref)
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#define ln_space_prefilter_finalize(ref, sum) (ref + log(SAMPLE_WEIGHT * sum))
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#define SAMPLE_WEIGHT 0.11111
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#ifdef ESM
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void prefilter(vec4 depths, float ref, inout float accum)
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{
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accum += dot(ln_space_prefilter_step(ref, depths), vec4(1.0));
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}
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#else /* VSM */
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void prefilter(vec4 depths, float ref, 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](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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const vec3 minorAxisY[6] = vec3[6](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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const vec3 majorAxis[6] = vec3[6](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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vec3 get_texco(vec2 uvs, vec2 ofs)
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{
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uvs += ofs;
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return majorAxis[layerID] + uvs.x * minorAxisX[layerID] + uvs.y * minorAxisY[layerID];
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}
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#endif
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void main()
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{
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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 (filterSize[cascadeID] == 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 ref = depth;
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float accum = 1.0;
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#else /* VSM */
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float ref = 0.0; /* UNUSED */
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vec2 accum = vec2(depth, depth * depth) * SAMPLE_WEIGHT;
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#endif
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vec3 ofs = vec3(1.0, 0.0, -1.0) * filterSize[cascadeID];
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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, ref, 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, ref, accum);
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#ifdef ESM
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accum = ln_space_prefilter_finalize(ref, accum);
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#endif
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/* Clamp infinite sum. */
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FragColor = vec2(clamp(accum, 0.0, 1e16)).xyxy;
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}
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