#line 2 /* * Copyright (c) 2023 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ precision lowp int; precision highp float; precision highp sampler2D; precision highp sampler2DShadow; in vec2 v_position2f; #ifdef COMPILE_COLORED_SHADOW layout(location = 0) out vec4 output4f; #else layout(location = 0) out float output1f; #endif uniform sampler2D u_gbufferNormalTexture; uniform sampler2D u_gbufferDepthTexture; uniform sampler2DShadow u_sunShadowDepthTexture; #ifdef COMPILE_COLORED_SHADOW uniform sampler2D u_sunShadowColorTexture; #endif uniform mat4 u_inverseViewMatrix4f; uniform mat4 u_inverseViewProjMatrix4f; #ifdef COMPILE_SUN_SHADOW_LOD0 uniform mat4 u_sunShadowMatrixLOD04f; #define SUN_SHADOW_MAP_FRAC 1.0 #endif #ifdef COMPILE_SUN_SHADOW_LOD1 uniform mat4 u_sunShadowMatrixLOD04f; uniform mat4 u_sunShadowMatrixLOD14f; #define SUN_SHADOW_MAP_FRAC 0.5 #endif #ifdef COMPILE_SUN_SHADOW_LOD2 uniform mat4 u_sunShadowMatrixLOD04f; uniform mat4 u_sunShadowMatrixLOD14f; uniform mat4 u_sunShadowMatrixLOD24f; #define SUN_SHADOW_MAP_FRAC 0.3333333 #endif #ifdef COMPILE_SUN_SHADOW_SMOOTH const vec2 POISSON_DISK[7] = vec2[]( vec2(-0.077, 0.995), vec2(0.998, 0.015), vec2(-0.116, -0.987), vec2(-0.916, 0.359), vec2(-0.697, -0.511), vec2(0.740, -0.612), vec2(0.675, 0.682)); #define SMOOTH_SHADOW_SAMPLES 1.0 / 8.0 #define SMOOTH_SHADOW_RADIUS 0.00075 #define SMOOTH_SHADOW_POISSON_SAMPLE(idx, tex, lod, vec3Pos, accum, tmpVec2)\ tmpVec2 = vec3Pos.xy + POISSON_DISK[idx] * SMOOTH_SHADOW_RADIUS;\ tmpVec2 = clamp(tmpVec2, vec2(0.001), vec2(0.999));\ tmpVec2.y += lod;\ tmpVec2.y *= SUN_SHADOW_MAP_FRAC;\ accum += textureLod(tex, vec3(tmpVec2, vec3Pos.z), 0.0) * SMOOTH_SHADOW_SAMPLES; #endif uniform vec3 u_sunDirection3f; void main() { #ifdef COMPILE_COLORED_SHADOW output4f = vec4(0.0); #else output1f = 0.0; #endif float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r; if(depth < 0.00001) { return; } vec4 normalVector4f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0); if(normalVector4f.a < 0.5) { return; } normalVector4f.xyz *= 2.0; normalVector4f.xyz -= 1.0; vec3 worldSpaceNormal = normalize(mat3(u_inverseViewMatrix4f) * normalVector4f.xyz); if(dot(u_sunDirection3f, worldSpaceNormal) < 0.0) { return; } vec4 worldSpacePosition = vec4(v_position2f, depth, 1.0); worldSpacePosition.xyz *= 2.0; worldSpacePosition.xyz -= 1.0; worldSpacePosition = u_inverseViewProjMatrix4f * worldSpacePosition; worldSpacePosition.xyz /= worldSpacePosition.w; worldSpacePosition.xyz += worldSpaceNormal * 0.05; worldSpacePosition.w = 1.0; float skyLight = max(normalVector4f.a * 2.0 - 1.0, 0.0); float shadowSample; vec2 tmpVec2; vec4 shadowSpacePosition; for(;;) { shadowSpacePosition = u_sunShadowMatrixLOD04f * worldSpacePosition; if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) { shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy * vec2(1.0, SUN_SHADOW_MAP_FRAC), shadowSpacePosition.z), 0.0); #ifdef COMPILE_SUN_SHADOW_SMOOTH shadowSample *= SMOOTH_SHADOW_SAMPLES; SMOOTH_SHADOW_POISSON_SAMPLE(0, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2) SMOOTH_SHADOW_POISSON_SAMPLE(1, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2) SMOOTH_SHADOW_POISSON_SAMPLE(2, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2) SMOOTH_SHADOW_POISSON_SAMPLE(3, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2) SMOOTH_SHADOW_POISSON_SAMPLE(4, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2) SMOOTH_SHADOW_POISSON_SAMPLE(5, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2) SMOOTH_SHADOW_POISSON_SAMPLE(6, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2) shadowSample = max(shadowSample * 2.0 - 1.0, 0.0); #endif #ifdef COMPILE_COLORED_SHADOW shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC; #endif break; } #if defined(COMPILE_SUN_SHADOW_LOD1) || defined(COMPILE_SUN_SHADOW_LOD2) shadowSpacePosition = u_sunShadowMatrixLOD14f * worldSpacePosition; if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) { shadowSpacePosition.y += 1.0; shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC; shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015), 0.0); break; } #endif #ifdef COMPILE_SUN_SHADOW_LOD2 shadowSpacePosition = u_sunShadowMatrixLOD24f * worldSpacePosition; if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) { shadowSpacePosition.y += 2.0; shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC; shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015), 0.0); break; } #endif #ifdef COMPILE_COLORED_SHADOW output4f = vec4(normalVector4f.a); #else output1f = normalVector4f.a; #endif return; } shadowSample *= skyLight; #ifdef COMPILE_COLORED_SHADOW // reuse normalVector4f: normalVector4f = shadowSample > 0.05 ? textureLod(u_sunShadowColorTexture, shadowSpacePosition.xy, 0.0) : vec4(0.0); // saturate the colors, looks nice float luma = dot(normalVector4f.rgb, vec3(0.299, 0.587, 0.114)); normalVector4f.rgb = clamp((normalVector4f.rgb - luma) * 1.5 + luma, vec3(0.0), vec3(1.0)); output4f = vec4(mix(normalVector4f.rgb, vec3(1.0), normalVector4f.a) * shadowSample, shadowSample); #else output1f = shadowSample; #endif }