/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float2 UV; float3 Color; float3 Normal; }; struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; float3 ViewVec; float3 LightVec; float4 ShadowCoord; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; float4x4 lightSpace; float4 lightPos; float zNear; float zFar; }; ConstantBuffer ubo; Sampler2D shadowMapSampler; [SpecializationConstant] const int enablePCF = 0; #define ambient 0.1 float textureProj(float4 shadowCoord, float2 off) { float shadow = 1.0; if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 ) { float dist = shadowMapSampler.Sample(shadowCoord.xy + off).r; if ( shadowCoord.w > 0.0 && dist < shadowCoord.z ) { shadow = ambient; } } return shadow; } float filterPCF(float4 sc) { int2 texDim; shadowMapSampler.GetDimensions(texDim.x, texDim.y); float scale = 1.5; 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)); count++; } } return shadowFactor / count; } 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); [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output = (VSOutput)0; output.Color = input.Color; output.Normal = input.Normal; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0)))); float4 pos = mul(ubo.model, float4(input.Pos, 1.0)); output.Normal = mul((float3x3)ubo.model, input.Normal); output.LightVec = normalize(ubo.lightPos.xyz - input.Pos); output.ViewVec = -pos.xyz; output.ShadowCoord = mul(biasMat, mul(ubo.lightSpace, mul(ubo.model, float4(input.Pos, 1.0)))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float shadow = (enablePCF == 1) ? filterPCF(input.ShadowCoord / input.ShadowCoord.w) : textureProj(input.ShadowCoord / input.ShadowCoord.w, float2(0.0, 0.0)); float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float3 V = normalize(input.ViewVec); float3 R = normalize(-reflect(L, N)); float3 diffuse = max(dot(N, L), ambient) * input.Color; return float4(diffuse * shadow, 1.0); }