procedural-3d-engine/shaders/hlsl/shadowmappingcascade/scene.frag

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// Copyright 2020 Google LLC
#define SHADOW_MAP_CASCADE_COUNT 4
Texture2DArray shadowMapTexture : register(t1);
SamplerState shadowMapSampler : register(s1);
Texture2D colorMapTexture : register(t0, space1);
SamplerState colorMapSampler : register(s0, space1);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewPos : POSITION1;
[[vk::location(3)]] float3 Pos : POSITION0;
[[vk::location(4)]] float2 UV : TEXCOORD0;
};
[[vk::constant_id(0)]] const int enablePCF = 0;
#define ambient 0.3
struct UBO {
float4 cascadeSplits;
float4x4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
float4x4 inverseViewMat;
float3 lightDir;
float _pad;
int colorCascades;
};
cbuffer ubo : register(b2) { UBO ubo; };
static const float4x4 biasMat = float4x4(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
float textureProj(float4 shadowCoord, float2 offset, uint cascadeIndex)
{
float shadow = 1.0;
float bias = 0.005;
if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 ) {
float dist = shadowMapTexture.Sample(shadowMapSampler, float3(shadowCoord.xy + offset, cascadeIndex)).r;
if (shadowCoord.w > 0 && dist < shadowCoord.z - bias) {
shadow = ambient;
}
}
return shadow;
}
float filterPCF(float4 sc, uint cascadeIndex)
{
int3 texDim;
shadowMapTexture.GetDimensions(texDim.x, texDim.y, texDim.z);
float scale = 0.75;
float dx = scale * 1.0 / float(texDim.x);
float dy = scale * 1.0 / float(texDim.y);
float shadowFactor = 0.0;
int count = 0;
int range = 1;
for (int x = -range; x <= range; x++) {
for (int y = -range; y <= range; y++) {
shadowFactor += textureProj(sc, float2(dx*x, dy*y), cascadeIndex);
count++;
}
}
return shadowFactor / count;
}
float4 main(VSOutput input) : SV_TARGET
{
float4 outFragColor;
float4 color = colorMapTexture.Sample(colorMapSampler, input.UV);
if (color.a < 0.5) {
clip(-1);
}
// Get cascade index for the current fragment's view position
uint cascadeIndex = 0;
for(uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; ++i) {
if(input.ViewPos.z < ubo.cascadeSplits[i]) {
cascadeIndex = i + 1;
}
}
// Depth compare for shadowing
float4 shadowCoord = mul(biasMat, mul(ubo.cascadeViewProjMat[cascadeIndex], float4(input.Pos, 1.0)));
float shadow = 0;
if (enablePCF == 1) {
shadow = filterPCF(shadowCoord / shadowCoord.w, cascadeIndex);
} else {
shadow = textureProj(shadowCoord / shadowCoord.w, float2(0.0, 0.0), cascadeIndex);
}
// Directional light
float3 N = normalize(input.Normal);
float3 L = normalize(-ubo.lightDir);
float3 H = normalize(L + input.ViewPos);
float diffuse = max(dot(N, L), ambient);
float3 lightColor = float3(1.0, 1.0, 1.0);
outFragColor.rgb = max(lightColor * (diffuse * color.rgb), float3(0.0, 0.0, 0.0));
outFragColor.rgb *= shadow;
outFragColor.a = color.a;
// Color cascades (if enabled)
if (ubo.colorCascades == 1) {
switch(cascadeIndex) {
case 0 :
outFragColor.rgb *= float3(1.0f, 0.25f, 0.25f);
break;
case 1 :
outFragColor.rgb *= float3(0.25f, 1.0f, 0.25f);
break;
case 2 :
outFragColor.rgb *= float3(0.25f, 0.25f, 1.0f);
break;
case 3 :
outFragColor.rgb *= float3(1.0f, 1.0f, 0.25f);
break;
}
}
return outFragColor;
}