112 lines
3.0 KiB
Scala
112 lines
3.0 KiB
Scala
$input v_texcoord0
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/*
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* Copyright 2021 elven cache. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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#include "../common/common.sh"
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#include "parameters.sh"
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SAMPLER2D(s_depth, 0);
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#define DEPTH_EPSILON 1e-4
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// from assao sample, cs_assao_prepare_depths.sc
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vec3 NDCToViewspace( vec2 pos, float viewspaceDepth )
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{
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vec3 ret;
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ret.xy = (u_ndcToViewMul * pos.xy + u_ndcToViewAdd) * viewspaceDepth;
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ret.z = viewspaceDepth;
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return ret;
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}
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float ShadertoyNoise (vec2 uv) {
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return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123);
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}
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void main()
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{
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vec2 texCoord = v_texcoord0;
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float linearDepth = texture2D(s_depth, texCoord).x;
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vec3 viewSpacePosition = NDCToViewspace(texCoord, linearDepth);
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vec3 lightStep = normalize(u_lightPosition - viewSpacePosition);
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// screen space radius not usable directly. convert value given in pixels,
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// to world units. this is important later when comparing depth in world units
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float radius = u_shadowRadius;
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if (0.0 < u_useScreenSpaceRadius)
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{
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// is there a better way to do this calculation?
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float radiusTexCoordX = u_shadowRadius * u_viewTexel.x + texCoord.x;
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float radiusPositionX = u_ndcToViewMul.x * radiusTexCoordX + u_ndcToViewAdd.x;
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radius = abs(radiusPositionX * linearDepth - viewSpacePosition.x);
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}
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lightStep *= (radius / u_shadowSteps);
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vec3 samplePosition = viewSpacePosition;
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float random = ShadertoyNoise(gl_FragCoord.xy + vec2(314.0, 159.0)*u_frameIdx);
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float initialOffset = (0.0 < u_useNoiseOffset) ? (0.5+random) : 1.0;
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samplePosition += initialOffset * lightStep;
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mat4 viewToProj = mat4(
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u_viewToProj0,
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u_viewToProj1,
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u_viewToProj2,
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u_viewToProj3
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);
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float occluded = 0.0;
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float softOccluded = 0.0;
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float firstHit = u_shadowSteps;
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for (int i = 0; i < int(u_shadowSteps); ++i, samplePosition += lightStep)
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{
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vec3 psSamplePosition = instMul(viewToProj, vec4(samplePosition, 1.0)).xyw;
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psSamplePosition.xy *= (1.0/psSamplePosition.z);
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vec2 sampleCoord = psSamplePosition.xy * 0.5 + 0.5;
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sampleCoord.y = 1.0 - sampleCoord.y;
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// using texture2Dlod because dx9 compiler doesn't like
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// gradient instructions within this loop
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float sampleDepth = texture2DLod(s_depth, sampleCoord, 0).x;
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float delta = (samplePosition.z - sampleDepth);
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if (DEPTH_EPSILON < delta && delta < radius)
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{
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firstHit = min(firstHit, float(i));
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// for hard, soft occlusion
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occluded += 1.0;
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// for very soft occlusion
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softOccluded += saturate(radius - delta);
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}
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}
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float shadow;
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if (1.5 < u_contactShadowsMode)
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{
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// very soft occlusion, includes distance falloff above
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shadow = softOccluded * (1.0 - (firstHit / u_shadowSteps));
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shadow = 1.0 - saturate(shadow);
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shadow = shadow*shadow;
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}
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else if (0.5 < u_contactShadowsMode)
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{
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// soft occlusion
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shadow = occluded * (1.0 - (firstHit / u_shadowSteps));
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shadow = 1.0 - saturate(shadow);
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shadow = shadow*shadow;
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}
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else // == 0
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{
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// hard occlusion
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shadow = 0.0 < occluded ? 0.0 : 1.0;
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}
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gl_FragColor = vec4_splat(shadow);
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}
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