|
| 1 | + |
| 2 | +const float VARIANCE_SHADOW_SCALE = 1000000.0; |
| 3 | +const float VARIANCE_SHADOW_SCALE_INV = 1.0/VARIANCE_SHADOW_SCALE; |
| 4 | + |
| 5 | +vec2 sampleShadowMap(sampler2DArray shadow_map, vec2 uv, vec2 offset_uv, int cascade, float shadowMapSizeInv) |
| 6 | +{ |
| 7 | + return texture(shadow_map, vec3(uv + offset_uv * shadowMapSizeInv, float(cascade))).xy; |
| 8 | +} |
| 9 | + |
| 10 | +float computeShadowFactor(float shadowDepth, vec2 moments, float bias) |
| 11 | +{ |
| 12 | + float shadow = 1.0; |
| 13 | + if((moments.x - bias) > shadowDepth) |
| 14 | + { |
| 15 | + // variance shadow mapping using Chebychev's Formula |
| 16 | + float variance = moments.y * VARIANCE_SHADOW_SCALE - moments.x * moments.x; |
| 17 | + float mD = moments.x - bias - shadowDepth; |
| 18 | + shadow = variance / (variance + mD * mD); |
| 19 | + shadow = clamp(shadow, 0.0, 1.0); |
| 20 | + } |
| 21 | + return shadow; |
| 22 | +} |
| 23 | + |
| 24 | +float sampleNoPCF(sampler2DArray shadow_map, float shadowDepth, int cascade, vec4 shadowUV[4]) |
| 25 | +{ |
| 26 | + return computeShadowFactor(shadowDepth, sampleShadowMap(shadow_map, shadowUV[cascade].xy, vec2(0.0, 0.0), cascade, 1.0/1024.0), 0.05); |
| 27 | +} |
| 28 | + |
| 29 | +float samplePoissonPCF(sampler2DArray shadow_map, float shadowDepth, int cascade, vec4 shadowUV[4]) |
| 30 | +{ |
| 31 | + if(cascade > 3 || cascade < 0) return 1.0; |
| 32 | + vec2 poissonDisc[16]; |
| 33 | + poissonDisc[0] = vec2(-0.76275, -0.3432573); |
| 34 | + poissonDisc[1] = vec2(-0.5226235, -0.8277544); |
| 35 | + poissonDisc[2] = vec2(-0.3780261, 0.01528688); |
| 36 | + poissonDisc[3] = vec2(-0.7742821, 0.4245702); |
| 37 | + poissonDisc[4] = vec2(0.04196143, -0.02622231); |
| 38 | + poissonDisc[5] = vec2(-0.2974772, -0.4722782); |
| 39 | + poissonDisc[6] = vec2(-0.516093, 0.71495); |
| 40 | + poissonDisc[7] = vec2(-0.3257416, 0.3910343); |
| 41 | + poissonDisc[8] = vec2(0.2705966, 0.6670476); |
| 42 | + poissonDisc[9] = vec2(0.4918377, 0.1853267); |
| 43 | + poissonDisc[10] = vec2(0.4428544, -0.6251478); |
| 44 | + poissonDisc[11] = vec2(-0.09204347, 0.9267113); |
| 45 | + poissonDisc[12] = vec2(0.391505, -0.2558275); |
| 46 | + poissonDisc[13] = vec2(0.05605913, -0.7570801); |
| 47 | + poissonDisc[14] = vec2(0.81772, -0.02475523); |
| 48 | + poissonDisc[15] = vec2(0.6890262, 0.5191521); |
| 49 | + float maxUVOffset[4]; |
| 50 | + maxUVOffset[0] = 1.0/300.0; |
| 51 | + maxUVOffset[1] = 1.0/250.0; |
| 52 | + maxUVOffset[2] = 1.0/200.0; |
| 53 | + maxUVOffset[3] = 1.0/200.0; |
| 54 | + vec2 sum = sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[0], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 55 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[1], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 56 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[2], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 57 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[3], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 58 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[4], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 59 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[5], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 60 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[6], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 61 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[7], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 62 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[8], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 63 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[9], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 64 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[10], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 65 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[11], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 66 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[12], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 67 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[13], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 68 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[14], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 69 | + sum += sampleShadowMap(shadow_map, shadowUV[cascade].xy, poissonDisc[15], cascade, maxUVOffset[cascade])*(1.0/16.0); |
| 70 | + return computeShadowFactor(shadowDepth, sum, 0.1); |
| 71 | +} |
| 72 | + |
| 73 | +float getShadowValue(sampler2DArray shadow_map, float depth, float shadowDepth, vec4 shadowUV[4], float fardist, |
| 74 | + float middist, float neardist, float veryneardist) |
| 75 | +{ |
| 76 | + // Valathil's Shadows |
| 77 | + int cascade = 4; |
| 78 | + cascade -= int(step(depth, fardist)); |
| 79 | + cascade -= int(step(depth, middist)); |
| 80 | + cascade -= int(step(depth, neardist)); |
| 81 | + cascade -= int(step(depth, veryneardist)); |
| 82 | + float cascade_start_dist[5]; |
| 83 | + cascade_start_dist[0] = 0.0; |
| 84 | + cascade_start_dist[1] = veryneardist; |
| 85 | + cascade_start_dist[2] = neardist; |
| 86 | + cascade_start_dist[3] = middist; |
| 87 | + cascade_start_dist[4] = fardist; |
| 88 | + if(cascade > 3 || cascade < 0) return 1.0; |
| 89 | + float dist_threshold = (cascade_start_dist[cascade+1] - cascade_start_dist[cascade])*0.2; |
| 90 | + if(cascade_start_dist[cascade+1] - dist_threshold > depth) |
| 91 | + return samplePoissonPCF(shadow_map, shadowDepth, cascade, shadowUV); |
| 92 | + return mix(samplePoissonPCF(shadow_map, shadowDepth, cascade, shadowUV), samplePoissonPCF(shadow_map, shadowDepth, cascade+1, shadowUV), |
| 93 | + smoothstep(cascade_start_dist[cascade+1] - dist_threshold, cascade_start_dist[cascade+1], depth)); |
| 94 | +} |
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