Add slang shader for shadow mapping and shadow mapping cascades sample
This commit is contained in:
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126231756a
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153aa3b932
7 changed files with 436 additions and 8 deletions
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@ -1,10 +1,8 @@
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/*
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Vulkan Example - Cascaded shadow mapping for directional light sources
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Copyright by Sascha Willems - www.saschawillems.de
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Copyright (c) 2016-2025 by Sascha Willems - www.saschawillems.de
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This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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/*
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This example implements projective cascaded shadow mapping. This technique splits up the camera frustum into
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multiple frustums with each getting its own full-res shadow map, implemented as a layered depth-only image.
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The shader then selects the proper shadow map layer depending on what split of the frustum the depth value
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@ -175,7 +173,7 @@ public:
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
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// Floor
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vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(PushConstBlock), &pushConstBlock);
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vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstBlock), &pushConstBlock);
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models.terrain.draw(commandBuffer, vkglTF::RenderFlags::BindImages, pipelineLayout);
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// Trees
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@ -189,7 +187,7 @@ public:
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for (auto& position : positions) {
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pushConstBlock.position = glm::vec4(position, 0.0f);
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vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(PushConstBlock), &pushConstBlock);
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vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstBlock), &pushConstBlock);
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// This will also bind the texture images to set 1
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models.tree.draw(commandBuffer, vkglTF::RenderFlags::BindImages, pipelineLayout);
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}
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@ -413,7 +411,7 @@ public:
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.debugShadowMap);
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PushConstBlock pushConstBlock = {};
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pushConstBlock.cascadeIndex = displayDepthMapCascadeIndex;
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vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(PushConstBlock), &pushConstBlock);
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vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstBlock), &pushConstBlock);
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vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
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}
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@ -490,7 +488,7 @@ public:
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// Shared pipeline layout (scene and depth map debug display)
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{
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VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(PushConstBlock), 0);
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VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(PushConstBlock), 0);
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std::array<VkDescriptorSetLayout, 2> setLayouts = { descriptorSetLayout, vkglTF::descriptorSetLayoutImage };
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast<uint32_t>(setLayouts.size()));
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pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
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@ -500,7 +498,7 @@ public:
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// Depth pass pipeline layout
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{
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VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(PushConstBlock), 0);
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VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(PushConstBlock), 0);
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std::array<VkDescriptorSetLayout, 2> setLayouts = { descriptorSetLayout, vkglTF::descriptorSetLayoutImage };
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast<uint32_t>(setLayouts.size()));
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pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
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23
shaders/slang/shadowmapping/offscreen.slang
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23
shaders/slang/shadowmapping/offscreen.slang
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct UBO
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{
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float4x4 depthMVP;
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};
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ConstantBuffer<UBO> ubo;
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[shader("vertex")]
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float4 vertexMain(float3 Pos) : SV_POSITION
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{
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return mul(ubo.depthMVP, float4(Pos, 1.0));
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}
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[shader("fragment")]
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float4 fragmentMain()
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{
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return float4(1.0, 0.0, 0.0, 1.0);
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}
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48
shaders/slang/shadowmapping/quad.slang
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48
shaders/slang/shadowmapping/quad.slang
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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float4x4 lightSpace;
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float4 lightPos;
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float zNear;
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float zFar;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D samplerColor;
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float LinearizeDepth(float depth)
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{
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float n = ubo.zNear;
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float f = ubo.zFar;
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float z = depth;
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return (2.0 * n) / (f + n - z * (f - n));
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}
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV;
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};
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[shader("vertex")]
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VSOutput vertexMain(uint VertexIndex: SV_VertexID)
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{
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VSOutput output;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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float depth = samplerColor.Sample(input.UV).r;
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return float4((1.0 - LinearizeDepth(depth)).xxx, 1.0);
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}
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116
shaders/slang/shadowmapping/scene.slang
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116
shaders/slang/shadowmapping/scene.slang
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSInput
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{
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float3 Pos;
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float2 UV;
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float3 Color;
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float3 Normal;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Normal;
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float3 Color;
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float3 ViewVec;
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float3 LightVec;
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float4 ShadowCoord;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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float4x4 lightSpace;
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float4 lightPos;
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float zNear;
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float zFar;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D shadowMapSampler;
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[SpecializationConstant] const int enablePCF = 0;
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#define ambient 0.1
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float textureProj(float4 shadowCoord, float2 off)
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{
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float shadow = 1.0;
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if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 )
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{
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float dist = shadowMapSampler.Sample(shadowCoord.xy + off).r;
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if ( shadowCoord.w > 0.0 && dist < shadowCoord.z )
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{
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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)
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{
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int2 texDim;
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shadowMapSampler.GetDimensions(texDim.x, texDim.y);
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float scale = 1.5;
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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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{
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for (int y = -range; y <= range; y++)
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{
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shadowFactor += textureProj(sc, float2(dx*x, dy*y));
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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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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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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Color = input.Color;
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output.Normal = input.Normal;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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output.LightVec = normalize(ubo.lightPos.xyz - input.Pos);
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output.ViewVec = -pos.xyz;
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output.ShadowCoord = mul(biasMat, mul(ubo.lightSpace, mul(ubo.model, float4(input.Pos, 1.0))));
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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float shadow = (enablePCF == 1) ? filterPCF(input.ShadowCoord / input.ShadowCoord.w) : textureProj(input.ShadowCoord / input.ShadowCoord.w, float2(0.0, 0.0));
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = normalize(-reflect(L, N));
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float3 diffuse = max(dot(N, L), ambient) * input.Color;
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return float4(diffuse * shadow, 1.0);
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}
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29
shaders/slang/shadowmappingcascade/debugshadowmap.slang
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29
shaders/slang/shadowmappingcascade/debugshadowmap.slang
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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[[vk::binding(1,0)]] Sampler2DArray shadowMapSampler;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV;
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};
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[shader("vertex")]
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VSOutput vertexMain(uint VertexIndex: SV_VertexID)
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{
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VSOutput output;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input, uniform float4 meshPosition, uniform uint cascadeIndex)
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{
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float depth = shadowMapSampler.Sample(float3(input.UV, float(cascadeIndex))).r;
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return float4(depth.xxx, 1.0);
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}
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46
shaders/slang/shadowmappingcascade/depthpass.slang
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46
shaders/slang/shadowmappingcascade/depthpass.slang
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSInput
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{
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float3 Pos;
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float2 UV;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV;
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};
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// todo: pass via specialization constant
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#define SHADOW_MAP_CASCADE_COUNT 4
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struct UBO {
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float4x4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
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};
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[[vk::binding(3, 0)]] ConstantBuffer<UBO> ubo;
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[[vk::binding(0, 1)]] Sampler2D colorMapSampler : register(s0, space1);
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[shader("vertex")]
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VSOutput vertexMain(VSInput input, uniform float4 meshPosition, uniform uint cascadeIndex)
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{
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VSOutput output;
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output.UV = input.UV;
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float3 pos = input.Pos + meshPosition.xyz;
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output.Pos = mul(ubo.cascadeViewProjMat[cascadeIndex], float4(pos, 1.0));
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return output;
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}
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[shader("fragment")]
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void fragmentMain(VSOutput input)
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{
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float alpha = colorMapSampler.Sample(input.UV).a;
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if (alpha < 0.5) {
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clip(-1);
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}
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}
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168
shaders/slang/shadowmappingcascade/scene.slang
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168
shaders/slang/shadowmappingcascade/scene.slang
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#define SHADOW_MAP_CASCADE_COUNT 4
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struct VSInput
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{
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float3 Pos;
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float2 UV;
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float3 Color;
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float3 Normal;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Normal;
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float3 Color;
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float3 ViewPos;
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float3 WorldPos;
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float2 UV;
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};
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[SpecializationConstant] const int enablePCF = 0;
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#define ambient 0.3
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struct UBOScene {
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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};
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ConstantBuffer<UBOScene> uboScene;
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[[vk::binding(1, 0)]] Sampler2DArray shadowMapSampler;
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struct UBOCascades {
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float4 cascadeSplits;
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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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[[vk::binding(2, 0)]] ConstantBuffer<UBOCascades> uboCascades;
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struct CVPM {
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float4x4 matrices[SHADOW_MAP_CASCADE_COUNT];
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};
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[[vk::binding(3, 0)]] ConstantBuffer<CVPM> cascadeViewProjMatrices;
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[[vk::binding(0, 1)]] Sampler2D colorMapSampler;
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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 = shadowMapSampler.Sample(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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shadowMapSampler.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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[shader("vertex")]
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VSOutput vertexMain(VSInput input, uniform float4 meshPosition)
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{
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VSOutput output;
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output.Color = input.Color;
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output.Normal = input.Normal;
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output.UV = input.UV;
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float3 pos = input.Pos + meshPosition.xyz;
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output.WorldPos = pos;
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output.ViewPos = mul(uboScene.view, float4(pos.xyz, 1.0)).xyz;
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output.Pos = mul(uboScene.projection, mul(uboScene.view, mul(uboScene.model, float4(pos.xyz, 1.0))));
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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float4 outFragColor;
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float4 color = colorMapSampler.Sample(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 < uboCascades.cascadeSplits[i]) {
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cascadeIndex = i + 1;
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}
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}
|
||||
|
||||
// Depth compare for shadowing
|
||||
float4 shadowCoord = mul(biasMat, mul(cascadeViewProjMatrices.matrices[cascadeIndex], float4(input.WorldPos, 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(-uboCascades.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 (uboCascades.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;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue