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blender-archive/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
2019-08-01 14:02:41 +10:00

200 lines
5.7 KiB
GLSL

/* Copy the depth only shadowmap into another texture while converting
* to linear depth (or other storage method) and doing a 3x3 box filter. */
layout(std140) uniform shadow_render_block
{
/* Use vectors to avoid alignment padding. */
ivec4 shadowSampleCount;
vec4 shadowInvSampleCount;
vec4 filterSize;
int viewCount;
int baseId;
float cubeTexelSize;
float storedTexelSize;
float nearClip;
float farClip;
float exponent;
};
#ifdef CSM
uniform sampler2DArray shadowTexture;
#else
uniform samplerCube shadowTexture;
#endif
flat in int layerID;
#ifdef CSM
# define cascadeID layerID
#else
# define cascadeID 0
#endif
out vec4 FragColor;
#define linear_depth(z) \
((nearClip * farClip) / (clamp(z, 0.0, 0.999999) * (nearClip - farClip) + farClip))
/* add bias so background filtering does not bleed into shadow map */
#define BACKGROUND_BIAS 0.05
#ifdef CSM
vec4 get_world_distance(vec4 depths, vec3 cos[4])
{
depths += step(vec4(0.9999), depths) * BACKGROUND_BIAS;
return clamp(
depths * abs(farClip - nearClip), 0.0, 1e10); /* Same factor as in shadow_cascade(). */
}
float get_world_distance(float depth, vec3 cos)
{
depth += step(0.9999, depth) * BACKGROUND_BIAS;
return clamp(
depth * abs(farClip - nearClip), 0.0, 1e10); /* Same factor as in shadow_cascade(). */
}
#else /* CUBEMAP */
vec4 get_world_distance(vec4 depths, vec3 cos[4])
{
depths = linear_depth(depths);
cos[0] = normalize(abs(cos[0]));
cos[1] = normalize(abs(cos[1]));
cos[2] = normalize(abs(cos[2]));
cos[3] = normalize(abs(cos[3]));
vec4 cos_vec;
cos_vec.x = max(cos[0].x, max(cos[0].y, cos[0].z));
cos_vec.y = max(cos[1].x, max(cos[1].y, cos[1].z));
cos_vec.z = max(cos[2].x, max(cos[2].y, cos[2].z));
cos_vec.w = max(cos[3].x, max(cos[3].y, cos[3].z));
return depths / cos_vec;
}
float get_world_distance(float depth, vec3 cos)
{
depth = linear_depth(depth);
cos = normalize(abs(cos));
float cos_vec = max(cos.x, max(cos.y, cos.z));
return depth / cos_vec;
}
#endif
/* Marco Salvi's GDC 2008 presentation about shadow maps pre-filtering techniques slide 24 */
#define ln_space_prefilter_step(ref, sample) exp(sample - ref)
#define ln_space_prefilter_finalize(ref, sum) (ref + log(SAMPLE_WEIGHT * sum))
#define SAMPLE_WEIGHT 0.11111
#ifdef ESM
void prefilter(vec4 depths, float ref, inout float accum)
{
accum += dot(ln_space_prefilter_step(ref, depths), vec4(1.0));
}
#else /* VSM */
void prefilter(vec4 depths, float ref, inout vec2 accum)
{
vec4 depths_sqr = depths * depths;
accum += vec2(dot(vec4(1.0), depths), dot(vec4(1.0), depths_sqr)) * SAMPLE_WEIGHT;
}
#endif
#ifdef CSM
vec3 get_texco(vec2 uvs, vec2 ofs)
{
return vec3(uvs + ofs, float(cascadeID));
}
#else /* CUBEMAP */
const vec3 minorAxisX[6] = vec3[6](vec3(0.0f, 0.0f, -1.0f),
vec3(0.0f, 0.0f, 1.0f),
vec3(1.0f, 0.0f, 0.0f),
vec3(1.0f, 0.0f, 0.0f),
vec3(1.0f, 0.0f, 0.0f),
vec3(-1.0f, 0.0f, 0.0f));
const vec3 minorAxisY[6] = vec3[6](vec3(0.0f, -1.0f, 0.0f),
vec3(0.0f, -1.0f, 0.0f),
vec3(0.0f, 0.0f, 1.0f),
vec3(0.0f, 0.0f, -1.0f),
vec3(0.0f, -1.0f, 0.0f),
vec3(0.0f, -1.0f, 0.0f));
const vec3 majorAxis[6] = vec3[6](vec3(1.0f, 0.0f, 0.0f),
vec3(-1.0f, 0.0f, 0.0f),
vec3(0.0f, 1.0f, 0.0f),
vec3(0.0f, -1.0f, 0.0f),
vec3(0.0f, 0.0f, 1.0f),
vec3(0.0f, 0.0f, -1.0f));
vec3 get_texco(vec2 uvs, vec2 ofs)
{
uvs += ofs;
return majorAxis[layerID] + uvs.x * minorAxisX[layerID] + uvs.y * minorAxisY[layerID];
}
#endif
void main()
{
/* Copy the depth only shadowmap into another texture while converting
* to linear depth and do a 3x3 box blur. */
#ifdef CSM
vec2 uvs = gl_FragCoord.xy * storedTexelSize;
#else /* CUBEMAP */
vec2 uvs = gl_FragCoord.xy * cubeTexelSize * 2.0 - 1.0;
#endif
/* Center texel */
vec3 co = get_texco(uvs, vec2(0.0));
float depth = texture(shadowTexture, co).r;
depth = get_world_distance(depth, co);
if (filterSize[cascadeID] == 0.0) {
#ifdef ESM
FragColor = vec4(depth);
#else /* VSM */
FragColor = vec2(depth, depth * depth).xyxy;
#endif
return;
}
#ifdef ESM
float ref = depth;
float accum = 1.0;
#else /* VSM */
float ref = 0.0; /* UNUSED */
vec2 accum = vec2(depth, depth * depth) * SAMPLE_WEIGHT;
#endif
vec3 ofs = vec3(1.0, 0.0, -1.0) * filterSize[cascadeID];
vec3 cos[4];
cos[0] = get_texco(uvs, ofs.zz);
cos[1] = get_texco(uvs, ofs.yz);
cos[2] = get_texco(uvs, ofs.xz);
cos[3] = get_texco(uvs, ofs.zy);
vec4 depths;
depths.x = texture(shadowTexture, cos[0]).r;
depths.y = texture(shadowTexture, cos[1]).r;
depths.z = texture(shadowTexture, cos[2]).r;
depths.w = texture(shadowTexture, cos[3]).r;
depths = get_world_distance(depths, cos);
prefilter(depths, ref, accum);
cos[0] = get_texco(uvs, ofs.xy);
cos[1] = get_texco(uvs, ofs.zx);
cos[2] = get_texco(uvs, ofs.yx);
cos[3] = get_texco(uvs, ofs.xx);
depths.x = texture(shadowTexture, cos[0]).r;
depths.y = texture(shadowTexture, cos[1]).r;
depths.z = texture(shadowTexture, cos[2]).r;
depths.w = texture(shadowTexture, cos[3]).r;
depths = get_world_distance(depths, cos);
prefilter(depths, ref, accum);
#ifdef ESM
accum = ln_space_prefilter_finalize(ref, accum);
#endif
/* Clamp infinite sum. */
FragColor = vec2(clamp(accum, 0.0, 1e16)).xyxy;
}