procedural-3d-engine/shaders/glsl/shadowmappingcascade/scene.frag
2023-05-09 21:03:02 +02:00

123 lines
2.9 KiB
GLSL

#version 450
#define SHADOW_MAP_CASCADE_COUNT 4
layout (set = 0, binding = 1) uniform sampler2DArray shadowMap;
layout (set = 1, binding = 0) uniform sampler2D colorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewPos;
layout (location = 3) in vec3 inPos;
layout (location = 4) in vec2 inUV;
layout (constant_id = 0) const int enablePCF = 0;
layout (location = 0) out vec4 outFragColor;
#define ambient 0.3
layout (set = 0, binding = 2) uniform UBO {
vec4 cascadeSplits;
mat4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
mat4 inverseViewMat;
vec3 lightDir;
float _pad;
int colorCascades;
} ubo;
const mat4 biasMat = mat4(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.0, 1.0
);
float textureProj(vec4 shadowCoord, vec2 offset, uint cascadeIndex)
{
float shadow = 1.0;
float bias = 0.005;
if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 ) {
float dist = texture(shadowMap, vec3(shadowCoord.st + offset, cascadeIndex)).r;
if (shadowCoord.w > 0 && dist < shadowCoord.z - bias) {
shadow = ambient;
}
}
return shadow;
}
float filterPCF(vec4 sc, uint cascadeIndex)
{
ivec2 texDim = textureSize(shadowMap, 0).xy;
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, vec2(dx*x, dy*y), cascadeIndex);
count++;
}
}
return shadowFactor / count;
}
void main()
{
vec4 color = texture(colorMap, inUV);
if (color.a < 0.5) {
discard;
}
// 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(inViewPos.z < ubo.cascadeSplits[i]) {
cascadeIndex = i + 1;
}
}
// Depth compare for shadowing
vec4 shadowCoord = (biasMat * ubo.cascadeViewProjMat[cascadeIndex]) * vec4(inPos, 1.0);
float shadow = 0;
if (enablePCF == 1) {
shadow = filterPCF(shadowCoord / shadowCoord.w, cascadeIndex);
} else {
shadow = textureProj(shadowCoord / shadowCoord.w, vec2(0.0), cascadeIndex);
}
// Directional light
vec3 N = normalize(inNormal);
vec3 L = normalize(-ubo.lightDir);
vec3 H = normalize(L + inViewPos);
float diffuse = max(dot(N, L), ambient);
vec3 lightColor = vec3(1.0);
outFragColor.rgb = max(lightColor * (diffuse * color.rgb), vec3(0.0));
outFragColor.rgb *= shadow;
outFragColor.a = color.a;
// Color cascades (if enabled)
if (ubo.colorCascades == 1) {
switch(cascadeIndex) {
case 0 :
outFragColor.rgb *= vec3(1.0f, 0.25f, 0.25f);
break;
case 1 :
outFragColor.rgb *= vec3(0.25f, 1.0f, 0.25f);
break;
case 2 :
outFragColor.rgb *= vec3(0.25f, 0.25f, 1.0f);
break;
case 3 :
outFragColor.rgb *= vec3(1.0f, 1.0f, 0.25f);
break;
}
}
}