// Copyright 2020 Google LLC Texture2D shadowMapTexture : register(t1); SamplerState shadowMapSampler : register(s1); struct VSOutput { [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float3 ViewVec : TEXCOORD1; [[vk::location(3)]] float3 LightVec : TEXCOORD2; [[vk::location(4)]] float4 ShadowCoord : TEXCOORD3; }; [[vk::constant_id(0)]] 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 = shadowMapTexture.Sample( shadowMapSampler, shadowCoord.xy + off ).r; if ( shadowCoord.w > 0.0 && dist < shadowCoord.z ) { shadow = ambient; } } return shadow; } float filterPCF(float4 sc) { int2 texDim; shadowMapTexture.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; } float4 main(VSOutput input) : SV_TARGET { 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); }