bgfx/examples/31-rsm/fs_rsm_combine.sc

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$input v_texcoord0
/*
* Copyright 2016 Joseph Cherlin. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
SAMPLER2D(s_normal, 0);
SAMPLER2D(s_color, 1);
SAMPLER2D(s_light, 2);
SAMPLER2D(s_depth, 3);
SAMPLER2DSHADOW(s_shadowMap, 4);
// Single directional light for entire scene
uniform vec4 u_lightDir;
uniform mat4 u_invMvp;
uniform mat4 u_lightMtx;
uniform vec4 u_shadowDimsInv;
uniform vec4 u_rsmAmount;
float hardShadow(sampler2DShadow _sampler, vec4 _shadowCoord, float _bias)
{
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vec2 texCoord = _shadowCoord.xy;
return shadow2D(_sampler, vec3(texCoord.xy, _shadowCoord.z-_bias) );
}
float PCF(sampler2DShadow _sampler, vec4 _shadowCoord, float _bias, vec2 _texelSize)
{
vec2 texCoord = _shadowCoord.xy;
bool outside = any(greaterThan(texCoord, vec2_splat(1.0)))
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|| any(lessThan (texCoord, vec2_splat(0.0)))
;
if (outside)
{
return 1.0;
}
float result = 0.0;
vec2 offset = _texelSize * _shadowCoord.w;
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, -1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, -0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, 0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, 1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, -1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, -0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, 0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, 1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, -1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, -0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, 0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, 1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, -1.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, -0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, 0.5) * offset, 0.0, 0.0), _bias);
result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, 1.5) * offset, 0.0, 0.0), _bias);
return result / 16.0;
}
void main()
{
vec3 n = texture2D(s_normal, v_texcoord0).xyz;
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// Expand out normal
n = n*2.0+-1.0;
vec3 l = u_lightDir.xyz;//normalize(vec3(-0.8,0.75,-1.0));
float dirLightIntensity = 1.0;
float dirLight = max(0.0,dot(n,l)) * dirLightIntensity;
// Apply shadow map
// Get world position so we can transform it into light space, to look into shadow map
vec2 texCoord = v_texcoord0.xy;
float deviceDepth = texture2D(s_depth, texCoord).x;
float depth = toClipSpaceDepth(deviceDepth);
vec3 clip = vec3(texCoord * 2.0 - 1.0, depth);
#if !BGFX_SHADER_LANGUAGE_GLSL
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clip.y = -clip.y;
#endif // !BGFX_SHADER_LANGUAGE_GLSL
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vec3 wpos = clipToWorld(u_invMvp, clip);
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const float shadowMapOffset = 0.003;
vec3 posOffset = wpos + n.xyz * shadowMapOffset;
vec4 shadowCoord = mul(u_lightMtx, vec4(posOffset, 1.0) );
#if !BGFX_SHADER_LANGUAGE_GLSL
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shadowCoord.y *= -1.0;
#endif // !BGFX_SHADER_LANGUAGE_GLSL
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float shadowMapBias = 0.001;
vec2 texelSize = vec2_splat(u_shadowDimsInv.x);
shadowCoord.xy /= shadowCoord.w;
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shadowCoord.xy = shadowCoord.xy*0.5 + 0.5;
#if BGFX_SHADER_LANGUAGE_GLSL
shadowCoord.z = shadowCoord.z*0.5 + 0.5;
#endif // BGFX_SHADER_LANGUAGE_GLSL
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float visibility = PCF(s_shadowMap, shadowCoord, shadowMapBias, texelSize);
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dirLight *= visibility;
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// Light from light buffer
vec3 albedo = texture2D(s_color, v_texcoord0).xyz;
vec3 lightBuffer = texture2D(s_light, v_texcoord0).xyz;
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gl_FragColor.xyz = mix(dirLight * albedo, lightBuffer * albedo, u_rsmAmount.x);
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gl_FragColor.w = 1.0;
}