2013-12-11 07:37:51 +04:00
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/*
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2014-01-14 02:45:18 +04:00
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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2013-12-11 07:37:51 +04:00
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "../common/common.sh"
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float linstep(float _edge0, float _edge1, float _x)
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{
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return clamp((_x-_edge0)/(_edge1-_edge0), 0.0, 1.0);
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}
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float attenuation(float _dist, vec3 _attn)
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{
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return 1.0 / ( _attn.x //const
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+ _attn.y * _dist //linear
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+ _attn.z * _dist * _dist //quadrantic
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);
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}
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float spot(float _ldotsd, float _inner, float _outer)
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{
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float inner = cos(radians(_inner));
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float outer = cos(radians(min(_outer, _inner - 0.001)));
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float spot = clamp((_ldotsd - inner) / (outer - inner), 0.0, 1.0);
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return spot;
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}
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vec2 lit(vec3 _ld, vec3 _n, vec3 _vd, float _exp)
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{
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//diff
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float ndotl = dot(_n, _ld);
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//spec
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vec3 r = 2.0*ndotl*_n - _ld; // reflect(_ld, _n);
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float rdotv = dot(r, _vd);
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float spec = step(0.0, ndotl) * pow(max(0.0, rdotv), _exp) * (2.0 + _exp)/8.0;
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return max(vec2(ndotl, spec), 0.0);
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}
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struct Light
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{
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vec3 l;
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vec3 ld;
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float attn;
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};
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Light evalLight(vec3 _v, vec4 _l, vec3 _spotDirection, float _spotInner, float _spotOuter, vec3 _attnParams)
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{
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Light light;
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//directional
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light.l = _l.xyz;
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light.ld = -normalize(light.l);
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light.attn = 1.0;
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if (0.0 != _l.w) //point or spot
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{
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light.l = _l.xyz - _v;
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light.ld = normalize(light.l);
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float ldotsd = max(0.0, dot(-light.ld, normalize(_spotDirection)));
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2014-01-14 00:25:53 +04:00
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float falloff = spot(ldotsd, _spotOuter, _spotInner);
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2013-12-11 07:37:51 +04:00
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light.attn = attenuation(length(light.l), _attnParams) * mix(falloff, 1.0, step(90, _spotOuter));
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}
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return light;
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}
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float texcoordInRange(vec2 _texcoord)
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{
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bool inRange = all(greaterThan(_texcoord, vec2_splat(0.0)))
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&& all(lessThan (_texcoord, vec2_splat(1.0)))
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;
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return float(inRange);
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}
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float hardShadow(sampler2D _sampler, vec4 _shadowCoord, float _bias)
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{
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vec2 texCoord = _shadowCoord.xy/_shadowCoord.w;
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bool outside = any(greaterThan(texCoord, vec2_splat(1.0)))
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|| any(lessThan (texCoord, vec2_splat(0.0)))
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;
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if (outside)
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{
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return 1.0;
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}
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float receiver = (_shadowCoord.z-_bias)/_shadowCoord.w;
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float occluder = unpackRgbaToFloat(texture2D(_sampler, texCoord) );
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float visibility = step(receiver, occluder);
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return visibility;
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}
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float PCF(sampler2D _sampler, vec4 _shadowCoord, float _bias, vec4 _pcfParams, vec2 _texelSize)
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{
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float result = 0.0;
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vec2 offset = _pcfParams.zw * _texelSize * _shadowCoord.w;
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, -1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, -0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, 0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, 1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, -1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, -0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, 0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, 1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, -1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, -0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, 0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, 1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, -1.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, -0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, 0.5) * offset, 0.0, 0.0), _bias);
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result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, 1.5) * offset, 0.0, 0.0), _bias);
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return result / 16.0;
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}
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float VSM(sampler2D _sampler, vec4 _shadowCoord, float _bias, float _depthMultiplier, float _minVariance)
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{
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vec2 texCoord = _shadowCoord.xy/_shadowCoord.w;
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bool outside = any(greaterThan(texCoord, vec2_splat(1.0)))
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|| any(lessThan (texCoord, vec2_splat(0.0)))
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;
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if (outside)
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{
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return 1.0;
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}
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float receiver = (_shadowCoord.z-_bias)/_shadowCoord.w * _depthMultiplier;
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vec4 rgba = texture2D(_sampler, texCoord);
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vec2 occluder = vec2(unpackHalfFloat(rgba.rg), unpackHalfFloat(rgba.ba)) * _depthMultiplier;
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if (receiver < occluder.x)
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{
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return 1.0;
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}
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float variance = max(occluder.y - (occluder.x*occluder.x), _minVariance);
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float d = receiver - occluder.x;
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float visibility = variance / (variance + d*d);
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return visibility;
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}
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float ESM(sampler2D _sampler, vec4 _shadowCoord, float _bias, float _depthMultiplier)
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{
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vec2 texCoord = _shadowCoord.xy/_shadowCoord.w;
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bool outside = any(greaterThan(texCoord, vec2_splat(1.0)))
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|| any(lessThan (texCoord, vec2_splat(0.0)))
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;
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if (outside)
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{
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return 1.0;
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}
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float receiver = (_shadowCoord.z-_bias)/_shadowCoord.w;
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float occluder = unpackRgbaToFloat(texture2D(_sampler, texCoord) );
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float visibility = clamp(exp(_depthMultiplier * (occluder-receiver) ), 0.0, 1.0);
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return visibility;
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}
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vec4 blur9(sampler2D _sampler, vec2 _uv0, vec4 _uv1, vec4 _uv2, vec4 _uv3, vec4 _uv4)
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{
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#define _BLUR9_WEIGHT_0 1.0
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#define _BLUR9_WEIGHT_1 0.9
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#define _BLUR9_WEIGHT_2 0.55
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#define _BLUR9_WEIGHT_3 0.18
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#define _BLUR9_WEIGHT_4 0.1
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#define _BLUR9_NORMALIZE (_BLUR9_WEIGHT_0+2.0*(_BLUR9_WEIGHT_1+_BLUR9_WEIGHT_2+_BLUR9_WEIGHT_3+_BLUR9_WEIGHT_4) )
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#define BLUR9_WEIGHT(_x) (_BLUR9_WEIGHT_##_x/_BLUR9_NORMALIZE)
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float blur;
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blur = unpackRgbaToFloat(texture2D(_sampler, _uv0) * BLUR9_WEIGHT(0));
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blur += unpackRgbaToFloat(texture2D(_sampler, _uv1.xy) * BLUR9_WEIGHT(1));
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blur += unpackRgbaToFloat(texture2D(_sampler, _uv1.zw) * BLUR9_WEIGHT(1));
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blur += unpackRgbaToFloat(texture2D(_sampler, _uv2.xy) * BLUR9_WEIGHT(2));
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blur += unpackRgbaToFloat(texture2D(_sampler, _uv2.zw) * BLUR9_WEIGHT(2));
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blur += unpackRgbaToFloat(texture2D(_sampler, _uv3.xy) * BLUR9_WEIGHT(3));
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blur += unpackRgbaToFloat(texture2D(_sampler, _uv3.zw) * BLUR9_WEIGHT(3));
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blur += unpackRgbaToFloat(texture2D(_sampler, _uv4.xy) * BLUR9_WEIGHT(4));
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blur += unpackRgbaToFloat(texture2D(_sampler, _uv4.zw) * BLUR9_WEIGHT(4));
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return packFloatToRgba(blur);
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}
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vec4 blur9VSM(sampler2D _sampler, vec2 _uv0, vec4 _uv1, vec4 _uv2, vec4 _uv3, vec4 _uv4)
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{
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#define _BLUR9_WEIGHT_0 1.0
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#define _BLUR9_WEIGHT_1 0.9
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#define _BLUR9_WEIGHT_2 0.55
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#define _BLUR9_WEIGHT_3 0.18
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#define _BLUR9_WEIGHT_4 0.1
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#define _BLUR9_NORMALIZE (_BLUR9_WEIGHT_0+2.0*(_BLUR9_WEIGHT_1+_BLUR9_WEIGHT_2+_BLUR9_WEIGHT_3+_BLUR9_WEIGHT_4) )
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#define BLUR9_WEIGHT(_x) (_BLUR9_WEIGHT_##_x/_BLUR9_NORMALIZE)
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vec2 blur;
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vec4 val;
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val = texture2D(_sampler, _uv0) * BLUR9_WEIGHT(0);
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blur = vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba));
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val = texture2D(_sampler, _uv1.xy) * BLUR9_WEIGHT(1);
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blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba));
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val = texture2D(_sampler, _uv1.zw) * BLUR9_WEIGHT(1);
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blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba));
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val = texture2D(_sampler, _uv2.xy) * BLUR9_WEIGHT(2);
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blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba));
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val = texture2D(_sampler, _uv2.zw) * BLUR9_WEIGHT(2);
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blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba));
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val = texture2D(_sampler, _uv3.xy) * BLUR9_WEIGHT(3);
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blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba));
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val = texture2D(_sampler, _uv3.zw) * BLUR9_WEIGHT(3);
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blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba));
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val = texture2D(_sampler, _uv4.xy) * BLUR9_WEIGHT(4);
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blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba));
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val = texture2D(_sampler, _uv4.zw) * BLUR9_WEIGHT(4);
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blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba));
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return vec4(packHalfFloat(blur.x), packHalfFloat(blur.y));
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}
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