procedural-3d-engine/shaders/slang/shadowmappingcascade/scene.slang

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
#define SHADOW_MAP_CASCADE_COUNT 4
struct VSInput
{
float3 Pos;
float2 UV;
float3 Color;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewPos;
float3 WorldPos;
float2 UV;
};
[SpecializationConstant] const int enablePCF = 0;
#define ambient 0.3
struct UBOScene {
float4x4 projection;
float4x4 view;
float4x4 model;
};
ConstantBuffer<UBOScene> uboScene;
[[vk::binding(1, 0)]] Sampler2DArray shadowMapSampler;
struct UBOCascades {
float4 cascadeSplits;
float4x4 inverseViewMat;
float3 lightDir;
float _pad;
int colorCascades;
};
[[vk::binding(2, 0)]] ConstantBuffer<UBOCascades> uboCascades;
struct CVPM {
float4x4 matrices[SHADOW_MAP_CASCADE_COUNT];
};
[[vk::binding(3, 0)]] ConstantBuffer<CVPM> cascadeViewProjMatrices;
[[vk::binding(0, 1)]] Sampler2D colorMapSampler;
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 = shadowMapSampler.Sample(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;
shadowMapSampler.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;
}
[shader("vertex")]
VSOutput vertexMain(VSInput input, uniform float4 meshPosition)
{
VSOutput output;
output.Color = input.Color;
output.Normal = input.Normal;
output.UV = input.UV;
float3 pos = input.Pos + meshPosition.xyz;
output.WorldPos = pos;
output.ViewPos = mul(uboScene.view, float4(pos.xyz, 1.0)).xyz;
output.Pos = mul(uboScene.projection, mul(uboScene.view, mul(uboScene.model, float4(pos.xyz, 1.0))));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float4 outFragColor;
float4 color = colorMapSampler.Sample(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 < uboCascades.cascadeSplits[i]) {
cascadeIndex = i + 1;
}
}
// 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;
}