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