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https://gitlab.com/veloren/veloren.git
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273 lines
14 KiB
GLSL
273 lines
14 KiB
GLSL
#ifndef SHADOWS_GLSL
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#define SHADOWS_GLSL
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#ifdef HAS_SHADOW_MAPS
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#if (SHADOW_MODE == SHADOW_MODE_MAP)
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layout (std140, set = 0, binding = 9)
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uniform u_light_shadows {
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mat4 shadowMatrices;
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mat4 texture_mat;
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};
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// Use with sampler2DShadow
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layout(set = 1, binding = 2)
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uniform texture2D t_directed_shadow_maps;
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layout(set = 1, binding = 3)
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uniform samplerShadow s_directed_shadow_maps;
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// uniform sampler2DArrayShadow t_directed_shadow_maps;
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// uniform samplerCubeArrayShadow t_shadow_maps;
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// uniform samplerCubeArray t_shadow_maps;
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// Use with samplerCubeShadow
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layout(set = 1, binding = 0)
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uniform textureCube t_point_shadow_maps;
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layout(set = 1, binding = 1)
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uniform samplerShadow s_point_shadow_maps;
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// uniform samplerCube t_shadow_maps;
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// uniform sampler2DArray t_directed_shadow_maps;
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float VectorToDepth (vec3 Vec)
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{
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// return length(Vec) / screen_res.w;
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vec3 AbsVec = abs(Vec);
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float LocalZcomp = max(AbsVec.x, max(AbsVec.y, AbsVec.z));
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// float LocalZcomp = length(Vec);
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// Replace f and n with the far and near plane values you used when
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// you drew your cube map.
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// const float f = 2048.0;
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// const float n = 1.0;
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// 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;
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// float NormZComp = 1.0 - shadow_proj_factors.y / shadow_proj_factors.x / LocalZcomp;
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// -(1 + 2n/(f-n)) - 2(1 + n/(f-n)) * n/z
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// -(1 + n/(f-n)) - (1 + n/(f-n)) * n/z
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// f/(f-n) - fn/(f-n)/z
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float NormZComp = shadow_proj_factors.x - shadow_proj_factors.y / LocalZcomp;
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// NormZComp = -1000.0 / (NormZComp + 10000.0);
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// return (NormZComp + 1.0) * 0.5;
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return NormZComp;
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// float NormZComp = length(LocalZcomp);
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// NormZComp = -NormZComp / screen_res.w;
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// // return (NormZComp + 1.0) * 0.5;
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// return NormZComp;
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}
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const vec3 sampleOffsetDirections[20] = vec3[]
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(
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vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
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vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
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vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
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vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
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// vec3(0, 0, 0)
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);
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float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos)
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{
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if (lightIndex != 0u) {
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return 1.0;
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};
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{
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float currentDepth = VectorToDepth(fragToLight);// + bias;
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// currentDepth = -currentDepth * 0.5 + 0.5;
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float visibility = textureGrad(samplerCubeShadow(t_point_shadow_maps, s_point_shadow_maps), vec4(fragToLight, currentDepth), vec3(0), vec3(0));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
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/* if (visibility == 1.0 || visibility == 0.0) {
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return visibility;
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} */
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/* if (visibility >= 0.75) {
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return 1.0;
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}
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if (visibility <= 0.25) {
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return 0.0;
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} */
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/* if (visibility < 1.0) {
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return 0.0;
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} */
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// return visibility;
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/* if (visibility == 1.0) {
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return visibility;
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} */
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return visibility;
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// return visibility == 1.0 ? 1.0 : 0.0;
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}
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// float shadow = 0.0;
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// 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
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// float viewDistance = length(cam_pos.xyz - fragPos);
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// vec3 firstDelta = vec3(0.0);///*min(viewDistance, 5.0) * *//**normalize(cam_pos - fragPos)*/fragNorm * 0.5;
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// fragToLight += firstDelta;
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// // viewDistance -= length(firstDelta);
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// fragPos -= firstDelta;
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// int samples = 20;
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// // float lightDistance = length(fragToLight);
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// // float diskRadius = 0.00001;
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// // float diskRadius = 1.0;
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// // float diskRadius = 0.05;
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// float diskRadius = 5.0 / screen_res.w;// (1.0 + (/*viewDistance*/viewDistance / screen_res.w)) / 25.0;
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// // float diskRadius = lightDistance;
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// for(int i = 0; i < samples; ++i)
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// {
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// float currentDepth = VectorToDepth(fragToLight + sampleOffsetDirections[i] * diskRadius) + bias;
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// // float closestDepth = texture(depthMap, fragToLight).r;
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// // closestDepth *= far_plane; // Undo mapping [0;1]
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// /* if(currentDepth - bias > closestDepth)
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// shadow += 1.0;*/
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// float visibility = texture(t_point_shadow_maps, vec4(fragToLight, currentDepth)/*, -2.5*/);
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// shadow += visibility;
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// // float closestDepth = texture(t_shadow_maps, vec3(fragToLight)/*, -2.5*/).r;
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// // shadow += closestDepth > currentDepth ? 1.0 : 0.0;
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// }
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// shadow /= float(samples);
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// // shadow = shadow * shadow * (3.0 - 2.0 * shadow);
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// // use the light to fragment vector to sample from the depth map
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// // float bias = 0.0;///*0.05*/0.01;//0.05;// 0.05;
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// // float closestDepth = texture(t_shadow_maps, /*vec4*/vec3(fragToLight/*, (lightIndex + 1)*//* * 6*/)/*, 0.0*//*, 0.0*//*, bias*/).r;
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// // // // float closestDepth = texture(t_shadow_maps, vec4(fragToLight, lightIndex), bias);
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// // // // it is currently in linear range between [0,1]. Re-transform back to original value
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// // closestDepth = (closestDepth + 0.0) * screen_res.w; // far plane
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// // // // now test for shadows
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// // // // float shadow = /*currentDepth*/(screen_res.w - bias) > closestDepth ? 1.0 : 0.0;
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// // float shadow = currentDepth - bias < closestDepth ? 1.0 : 0.0;
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// // float visibility = textureProj(t_shadow_maps, vec4(fragToLight, lightIndex), bias);
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// // 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*/);
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// // currentDepth += bias;
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// // currentDepth = -1000.0 / (currentDepth + 10000.0);
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// // currentDepth /= screen_res.w;
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// // float currentDepth = VectorToDepth(fragToLight) + bias;
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// // 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*/);
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// // return visibility == 1.0 ? 1.0 : 0.0;
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// return shadow;
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}
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float ShadowCalculationDirected(in vec3 fragPos)//in vec4 /*light_pos[2]*/sun_pos, vec3 fragPos)
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{
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// Don't try to calculate directed shadows if there are no directed light sources
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// Applies, for example, in the char select menu
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if (light_shadow_count.z < 1) { return 1.0; }
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float bias = 0.000;//0.0005;//-0.0001;// 0.05 / (2.0 * view_distance.x);
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float diskRadius = 0.01;
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const vec3 sampleOffsetDirections[20] = vec3[]
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(
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vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
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vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
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vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
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vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
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// vec3(0, 0, 0)
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);
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/* if (lightIndex >= light_shadow_count.z) {
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return 1.0;
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} */
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// vec3 fragPos = sun_pos.xyz;// / sun_pos.w;//light_pos[lightIndex].xyz;
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// sun_pos.z += sun_pos.w * bias;
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vec4 sun_pos = texture_mat/*shadowMatrices*/ * vec4(fragPos, 1.0);
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// sun_pos.xy = 0.5 * sun_pos.w + sun_pos.xy * 0.5;
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// sun_pos.xy = sun_pos.ww - sun_pos.xy;
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// sun_pos.xyz /= abs(sun_pos.w);
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// sun_pos.w = sign(sun_pos.w);
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// sun_pos.xy = (sun_pos.xy + 1.0) * 0.5;
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// vec4 orig_pos = warpViewMat * lightViewMat * vec4(fragPos, 1.0);
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//
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// vec4 shadow_pos;
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// shadow_pos.xyz = (warpProjMat * orig_pos).xyz:
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// shadow_pos.w = orig_pos.y;
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//
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// sun_pos.xy = 0.5 * (shadow_pos.xy + shadow_pos.w) = 0.5 * (shadow_pos.xy + orig_pos.yy);
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// sun_pos.z = shadow_pos.z;
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//
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// sun_pos.w = sign(shadow_pos.w) = sign(orig_pos.y);
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// sun_pos.xyz = sun_pos.xyz / shadow_pos.w = vec3(0.5 * shadow_pos.xy / orig_pos.yy + 0.5, shadow_pos.z / orig_pos.y)
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// = vec3(0.5 * (2.0 * warp_pos.xy / orig_pos.yy - (max_warp_pos + min_warp_pos).xy) / (max_warp_pos - min_warp_pos).xy + 0.5,
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// -(warp_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z )
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// = vec3((warp_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x,
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// (warp_pos.y / orig_pos.y - min_warp_pos.y) / (max_warp_pos - min_warp_pos).y,
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// -(warp_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z )
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// = vec3((near * orig_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x,
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// (((far+near) - 2.0 * near * far / orig_pos.y)/(far-near) - min_warp_pos.y) / (max_warp_pos - min_warp_pos).y,
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// -(near * orig_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z )
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// = vec3((near * orig_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x,
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// (2.0 * (1.0 - far / orig_pos.y)*near/(far-near) + 1.0 - min_warp_pos.y) / (max_warp_pos - min_warp_pos).y,
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// -(near * orig_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z )
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// = vec3((near * orig_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x,
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// (2.0 * (1.0 - far / orig_pos.y)*near/(far-near) + 1.0 - 0.0) / (1.0 - 0.0),
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// -(near * orig_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z )
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// = vec3((near * orig_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x,
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// 2.0 * (1.0 - far / orig_pos.y)*near/(far-near) + 1.0,
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// -(near * orig_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z )
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//
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// orig_pos.y = n: warp_pos.y = 2*(1-f/n)*n/(f-n) + 1 = 2*(n-f)/(f-n) + 1 = 2 * -1 + 1 = -1, sun_pos.y = (-1 - -1) / 2 = 0
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// orig_pos.y = f: warp_pos.y = 2*(1-f/f)*n/(f-n) + 1 = 2*(1-1)*n/(f-n) + 1 = 2 * 0 * n/(f-n) + 1 = 1, sun_pos.y = (1 - -1) / 2 = 1
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//
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float visibility = textureProj(sampler2DShadow(t_directed_shadow_maps, s_directed_shadow_maps), sun_pos);
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/* float visibilityLeft = textureProj(t_directed_shadow_maps, sun_shadow.texture_mat * vec4(fragPos + vec3(0.0, -diskRadius, 0.0), 1.0));
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float visibilityRight = textureProj(t_directed_shadow_maps, sun_shadow.texture_mat * vec4(fragPos + vec3(0.0, diskRadius, 0.0), 1.0)); */
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// float nearVisibility = textureProj(t_directed_shadow_maps + vec3(0.001, sun_pos));
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// float visibility = textureProj(t_directed_shadow_maps, vec4(fragPos.xy, /*lightIndex, */fragPos.z + bias, sun_pos.w));
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// return visibility;
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// return min(visibility, min(visibilityLeft, visibilityRight));
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// return mix(visibility, 0.0, sun_pos.z < -1.0);
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// 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));
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// 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;
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return visibility;
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// return visibility == 1.0 ? 1.0 : 0.0;
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// 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) {
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return 1.0;
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} */
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// return visibility;
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/* if (fragPos.z > 1.0) {
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return 1.0;
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} */
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// vec3 snapToZ = abs(fragPos - vec3(ivec3(fragPos))); // fract(abs(fragPos));
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// // snapToZ = min(snapToZ, 1.0 - snapToZ);
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// const float EDGE_DIST = 0.01;
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// snapToZ = mix(vec3(0.0), vec3(1.0), lessThanEqual(snapToZ, vec3(EDGE_DIST)));
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// // float snapToZDist = dot(snapToZ, snapToZ);
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// if (visibility <= 0.75 && /*fract(abs(fragPos.xy)), vec2(0.1)))*/ /*snapToZDist <= 0.25*//*all(lessThan(snapToZ, vec3(0.1)))(*/
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// snapToZ.x + snapToZ.y + snapToZ.z >= 2.0) {
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// return 0.0;
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// }
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// int samples = 20;
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// float shadow = 0.0;
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// // float bias = 0.0001;
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// // float viewDistance = length(cam_pos.xyz - fragPos);
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// // float diskRadius = 0.2 * (1.0 + (viewDistance / screen_res.w)) / 25.0;
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// // float diskRadius = 0.0003;//0.005;// / (2.0 * view_distance.x);//(1.0 + (viewDistance / screen_res.w)) / 25.0;
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// fragPos = sun_pos.xyz / sun_pos.w;
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// for(int i = 0; i < samples; ++i)
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// {
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// vec3 currentDepth = fragPos + vec3(sampleOffsetDirections[i].xyz) * diskRadius + bias;
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// visibility = texture(t_directed_shadow_maps, currentDepth);//vec4(currentDepth.xy, lightIndex, currentDepth.z)/*, -2.5*/);
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// // visibility = texture(t_directed_shadow_maps, vec4(currentDepth.xy, lightIndex, currentDepth.z)/*, -2.5*/);
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// shadow += visibility;
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// // mix(visibility, 1.0, visibility >= 0.5);
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// }
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// shadow /= float(samples);
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// return shadow;
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}
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#elif (SHADOW_MODE == SHADOW_MODE_NONE || SHADOW_MODE == SHADOW_MODE_CHEAP)
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float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos)
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{
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return 1.0;
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}
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#endif
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#else
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float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos)
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{
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return 1.0;
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}
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#endif
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#endif
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