veloren/assets/voxygen/shaders/include/shadows.glsl

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#ifdef HAS_SHADOW_MAPS
#if (SHADOW_MODE == SHADOW_MODE_MAP)
struct ShadowLocals {
mat4 shadowMatrices;
mat4 texture_mat;
};
layout (std140)
uniform u_light_shadows {
ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192];
};
uniform sampler2DShadow t_directed_shadow_maps;
// uniform sampler2DArrayShadow t_directed_shadow_maps;
// uniform samplerCubeArrayShadow t_shadow_maps;
// uniform samplerCubeArray t_shadow_maps;
uniform samplerCubeShadow t_point_shadow_maps;
// uniform samplerCube t_shadow_maps;
// uniform sampler2DArray t_directed_shadow_maps;
float VectorToDepth (vec3 Vec)
{
// return length(Vec) / screen_res.w;
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vec3 AbsVec = abs(Vec);
float LocalZcomp = max(AbsVec.x, max(AbsVec.y, AbsVec.z));
// float LocalZcomp = length(Vec);
// Replace f and n with the far and near plane values you used when
// you drew your cube map.
// const float f = 2048.0;
// const float n = 1.0;
// float NormZComp = (screen_res.w+screen_res.z) / (screen_res.w-screen_res.z) - (2*screen_res.w*screen_res.z)/(screen_res.w-screen_res.z)/LocalZcomp;
// float NormZComp = 1.0 - shadow_proj_factors.y / shadow_proj_factors.x / LocalZcomp;
float NormZComp = shadow_proj_factors.x - shadow_proj_factors.y / LocalZcomp;
// NormZComp = -1000.0 / (NormZComp + 10000.0);
return (NormZComp + 1.0) * 0.5;
// float NormZComp = length(LocalZcomp);
// NormZComp = -NormZComp / screen_res.w;
// // return (NormZComp + 1.0) * 0.5;
// return NormZComp;
}
const vec3 sampleOffsetDirections[20] = vec3[]
(
vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
// vec3(0, 0, 0)
);
float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos)
{
if (lightIndex != 0u) {
return 1.0;
};
{
float currentDepth = VectorToDepth(fragToLight);// + bias;
float visibility = texture(t_point_shadow_maps, vec4(fragToLight, currentDepth));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
/* if (visibility == 1.0 || visibility == 0.0) {
return visibility;
} */
/* if (visibility >= 0.75) {
return 1.0;
}
if (visibility <= 0.25) {
return 0.0;
} */
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/* if (visibility < 1.0) {
return 0.0;
} */
// return visibility;
/* if (visibility == 1.0) {
return visibility;
} */
return visibility;
// return visibility == 1.0 ? 1.0 : 0.0;
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}
// float shadow = 0.0;
// float bias = 0.0;//0.003;//-0.003;//-0.005;//0.001;//-1.0;//-0.001;//0.001;//0.003;//-0.05;//-0.1;//0.0;//0.1
// float viewDistance = length(cam_pos.xyz - fragPos);
// vec3 firstDelta = vec3(0.0);///*min(viewDistance, 5.0) * *//**normalize(cam_pos - fragPos)*/fragNorm * 0.5;
// fragToLight += firstDelta;
// // viewDistance -= length(firstDelta);
// fragPos -= firstDelta;
// int samples = 20;
// // float lightDistance = length(fragToLight);
// // float diskRadius = 0.00001;
// // float diskRadius = 1.0;
// // float diskRadius = 0.05;
// float diskRadius = 5.0 / screen_res.w;// (1.0 + (/*viewDistance*/viewDistance / screen_res.w)) / 25.0;
// // float diskRadius = lightDistance;
// for(int i = 0; i < samples; ++i)
// {
// float currentDepth = VectorToDepth(fragToLight + sampleOffsetDirections[i] * diskRadius) + bias;
// // float closestDepth = texture(depthMap, fragToLight).r;
// // closestDepth *= far_plane; // Undo mapping [0;1]
// /* if(currentDepth - bias > closestDepth)
// shadow += 1.0;*/
// float visibility = texture(t_point_shadow_maps, vec4(fragToLight, currentDepth)/*, -2.5*/);
// shadow += visibility;
// // float closestDepth = texture(t_shadow_maps, vec3(fragToLight)/*, -2.5*/).r;
// // shadow += closestDepth > currentDepth ? 1.0 : 0.0;
// }
// shadow /= float(samples);
// // shadow = shadow * shadow * (3.0 - 2.0 * shadow);
// // use the light to fragment vector to sample from the depth map
// // float bias = 0.0;///*0.05*/0.01;//0.05;// 0.05;
// // float closestDepth = texture(t_shadow_maps, /*vec4*/vec3(fragToLight/*, (lightIndex + 1)*//* * 6*/)/*, 0.0*//*, 0.0*//*, bias*/).r;
// // // // float closestDepth = texture(t_shadow_maps, vec4(fragToLight, lightIndex), bias);
// // // // it is currently in linear range between [0,1]. Re-transform back to original value
// // closestDepth = (closestDepth + 0.0) * screen_res.w; // far plane
// // // // now test for shadows
// // // // float shadow = /*currentDepth*/(screen_res.w - bias) > closestDepth ? 1.0 : 0.0;
// // float shadow = currentDepth - bias < closestDepth ? 1.0 : 0.0;
// // float visibility = textureProj(t_shadow_maps, vec4(fragToLight, lightIndex), bias);
// // float visibility = texture(t_shadow_maps, vec4(fragToLight, lightIndex + 1), -(currentDepth/* + screen_res.z*/) / screen_res.w);// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
// // currentDepth += bias;
// // currentDepth = -1000.0 / (currentDepth + 10000.0);
// // currentDepth /= screen_res.w;
// // float currentDepth = VectorToDepth(fragToLight) + bias;
// // float visibility = texture(t_shadow_maps, vec4(fragToLight, currentDepth));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
// // return visibility == 1.0 ? 1.0 : 0.0;
// return shadow;
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}
float ShadowCalculationDirected(in vec3 fragPos)//in vec4 /*light_pos[2]*/sun_pos, vec3 fragPos)
{
float bias = 0.001;//0.0005;//-0.0001;// 0.05 / (2.0 * view_distance.x);
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float diskRadius = 0.01;
const vec3 sampleOffsetDirections[20] = vec3[]
(
vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
// vec3(0, 0, 0)
);
/* if (lightIndex >= light_shadow_count.z) {
return 1.0;
} */
// vec3 fragPos = sun_pos.xyz;// / sun_pos.w;//light_pos[lightIndex].xyz;
// sun_pos.z += sun_pos.w * bias;
ShadowLocals sun_shadow = shadowMats[0];
vec4 sun_pos = sun_shadow.texture_mat * vec4(fragPos, 1.0);
// sun_pos.z -= sun_pos.w * bias;
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float visibility = textureProj(t_directed_shadow_maps, sun_pos);
/* float visibilityLeft = textureProj(t_directed_shadow_maps, sun_shadow.texture_mat * vec4(fragPos + vec3(0.0, -diskRadius, 0.0), 1.0));
float visibilityRight = textureProj(t_directed_shadow_maps, sun_shadow.texture_mat * vec4(fragPos + vec3(0.0, diskRadius, 0.0), 1.0)); */
// float nearVisibility = textureProj(t_directed_shadow_maps + vec3(0.001, sun_pos));
// float visibility = textureProj(t_directed_shadow_maps, vec4(fragPos.xy, /*lightIndex, */fragPos.z + bias, sun_pos.w));
// return visibility;
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// return min(visibility, min(visibilityLeft, visibilityRight));
// return mix(visibility, 0.0, sun_pos.z < -1.0);
// return mix(mix(0.0, 1.0, visibility == 1.0), 1.0, sign(sun_pos.w) * sun_pos.z > /*1.0*/abs(sun_pos.w));
// return (visibility - 0.5) * (visibility - 0.5) * 2.0 * sign(visibility - 0.5) + 0.5;// visibility > 0.75 ? visibility : 0.0;// visibility > 0.9 ? 1.0 : 0.0;
return visibility;
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// return visibility == 1.0 ? 1.0 : 0.0;
// return abs(fragPos.y - round(fragPos.y)) <= 0.1 || abs(fragPos.x - round(fragPos.x)) <= 0.1 ? ( visibility == 1.0 ? 1.0 : 0.0) : visibility;
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/* if (visibility == 1.0) {
return 1.0;
} */
// return visibility;
/* if (fragPos.z > 1.0) {
return 1.0;
} */
// vec3 snapToZ = abs(fragPos - vec3(ivec3(fragPos))); // fract(abs(fragPos));
// // snapToZ = min(snapToZ, 1.0 - snapToZ);
// const float EDGE_DIST = 0.01;
// snapToZ = mix(vec3(0.0), vec3(1.0), lessThanEqual(snapToZ, vec3(EDGE_DIST)));
// // float snapToZDist = dot(snapToZ, snapToZ);
// if (visibility <= 0.75 && /*fract(abs(fragPos.xy)), vec2(0.1)))*/ /*snapToZDist <= 0.25*//*all(lessThan(snapToZ, vec3(0.1)))(*/
// snapToZ.x + snapToZ.y + snapToZ.z >= 2.0) {
// return 0.0;
// }
// int samples = 20;
// float shadow = 0.0;
// // float bias = 0.0001;
// // float viewDistance = length(cam_pos.xyz - fragPos);
// // float diskRadius = 0.2 * (1.0 + (viewDistance / screen_res.w)) / 25.0;
// // float diskRadius = 0.0003;//0.005;// / (2.0 * view_distance.x);//(1.0 + (viewDistance / screen_res.w)) / 25.0;
// fragPos = sun_pos.xyz / sun_pos.w;
// for(int i = 0; i < samples; ++i)
// {
// vec3 currentDepth = fragPos + vec3(sampleOffsetDirections[i].xyz) * diskRadius + bias;
// visibility = texture(t_directed_shadow_maps, currentDepth);//vec4(currentDepth.xy, lightIndex, currentDepth.z)/*, -2.5*/);
// // visibility = texture(t_directed_shadow_maps, vec4(currentDepth.xy, lightIndex, currentDepth.z)/*, -2.5*/);
// shadow += visibility;
// // mix(visibility, 1.0, visibility >= 0.5);
// }
// shadow /= float(samples);
// return shadow;
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}
#elif (SHADOW_MODE == SHADOW_MODE_NONE || SHADOW_MODE == SHADOW_MODE_CHEAP)
float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos)
{
return 1.0;
}
#endif
#else
float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos)
{
return 1.0;
}
#endif