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blender-archive/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl
2017-09-11 14:09:12 +02:00

211 lines
5.3 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 {
mat4 ShadowMatrix[6];
mat4 FaceViewMatrix[6];
vec4 lampPosition;
float cubeTexelSize;
float storedTexelSize;
float nearClip;
float farClip;
int shadowSampleCount;
float shadowInvSampleCount;
};
#ifdef CSM
uniform sampler2DArray shadowTexture;
uniform int cascadeId;
#else
uniform samplerCube shadowTexture;
uniform int faceId;
#endif
uniform float shadowFilterSize;
out vec4 FragColor;
float linear_depth(float z)
{
return (nearClip * farClip) / (z * (nearClip - farClip) + farClip);
}
vec4 linear_depth(vec4 z)
{
return (nearClip * farClip) / (z * (nearClip - farClip) + farClip);
}
#ifdef CSM
vec4 get_world_distance(vec4 depths, vec3 cos[4])
{
/* Background case */
vec4 is_background = step(vec4(0.99999), depths);
depths *= abs(farClip - nearClip); /* Same factor as in shadow_cascade(). */
depths += 1e1 * is_background;
return depths;
}
float get_world_distance(float depth, vec3 cos)
{
/* Background case */
float is_background = step(0.9999, depth);
depth *= abs(farClip - nearClip); /* Same factor as in shadow_cascade(). */
depth += 1e1 * is_background;
return depth;
}
#else /* CUBEMAP */
vec4 get_world_distance(vec4 depths, vec3 cos[4])
{
vec4 is_background = step(vec4(1.0), depths);
depths = linear_depth(depths);
depths += vec4(1e1) * is_background;
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)
{
float is_background = step(1.0, depth);
depth = linear_depth(depth);
depth += 1e1 * is_background;
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 */
float ln_space_prefilter(float w0, float x, float w1, float y)
{
return x + log(w0 + w1 * exp(y - x));
}
#define SAMPLE_WEIGHT 0.11111
#ifdef ESM
void prefilter(vec4 depths, inout float accum)
{
accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.x);
accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.y);
accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.z);
accum = ln_space_prefilter(1.0, accum, SAMPLE_WEIGHT, depths.w);
}
#else /* VSM */
void prefilter(vec4 depths, 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[faceId] + uvs.x * minorAxisX[faceId] + uvs.y * minorAxisY[faceId];
}
#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 (shadowFilterSize == 0.0) {
#ifdef ESM
FragColor = vec4(depth);
#else /* VSM */
FragColor = vec2(depth, depth * depth).xyxy;
#endif
return;
}
#ifdef ESM
float accum = ln_space_prefilter(0.0, 0.0, SAMPLE_WEIGHT, depth);
#else /* VSM */
vec2 accum = vec2(depth, depth * depth) * SAMPLE_WEIGHT;
#endif
#ifdef CSM
vec3 ofs = vec3(1.0, 0.0, -1.0) * shadowFilterSize;
#else /* CUBEMAP */
vec3 ofs = vec3(1.0, 0.0, -1.0) * shadowFilterSize;
#endif
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, 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, accum);
FragColor = vec2(accum).xyxy;
}