summaryrefslogtreecommitdiff
path: root/src/rend2/glsl/shadowmask_fp.glsl
blob: b3a698c855483a87653af2273c7c86d62bb04b5a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
uniform sampler2D u_ScreenDepthMap;

uniform sampler2D u_ShadowMap;
#if defined(USE_SHADOW_CASCADE)
uniform sampler2D u_ShadowMap2;
uniform sampler2D u_ShadowMap3;
#endif

uniform mat4      u_ShadowMvp;
#if defined(USE_SHADOW_CASCADE)
uniform mat4      u_ShadowMvp2;
uniform mat4      u_ShadowMvp3;
#endif

uniform vec3   u_ViewOrigin;
uniform vec4   u_ViewInfo; // zfar / znear, zfar

varying vec2   var_DepthTex;
varying vec3   var_ViewDir;

// Input: It uses texture coords as the random number seed.
// Output: Random number: [0,1), that is between 0.0 and 0.999999... inclusive.
// Author: Michael Pohoreski
// Copyright: Copyleft 2012 :-)
// Source: http://stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader

float random( const vec2 p )
{
  // We need irrationals for pseudo randomness.
  // Most (all?) known transcendental numbers will (generally) work.
  const vec2 r = vec2(
    23.1406926327792690,  // e^pi (Gelfond's constant)
     2.6651441426902251); // 2^sqrt(2) (Gelfond-Schneider constant)
  //return fract( cos( mod( 123456789., 1e-7 + 256. * dot(p,r) ) ) );
  return mod( 123456789., 1e-7 + 256. * dot(p,r) );  
}

float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
{
	float mult;
	float scale = 2.0 / r_shadowMapSize;
		
#if defined(USE_SHADOW_FILTER)
	float r = random(var_DepthTex.xy);
	float sinr = sin(r) * scale;
	float cosr = cos(r) * scale;
	mat2 rmat = mat2(cosr, sinr, -sinr, cosr);

	mult =  step(dist, texture2D(shadowmap, st + rmat * vec2(-0.7055767, 0.196515)).r);
	mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.3524343, -0.7791386)).r);
	mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.2391056, 0.9189604)).r);
  #if defined(USE_SHADOW_FILTER2)
	mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.07580382, -0.09224417)).r);
	mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.5784913, -0.002528916)).r);
	mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.192888, 0.4064181)).r);
	mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.6335801, -0.5247476)).r);
	mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.5579782, 0.7491854)).r);
	mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.7320465, 0.6317794)).r);

	mult *= 0.11111;
  #else
    mult *= 0.33333;
  #endif
#else
	mult = step(dist, texture2D(shadowmap, st).r);
#endif
		
	return mult;
}

float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear)
{
		float sampleZDivW = texture2D(depthMap, tex).r;
		return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}

void main()
{
	float result;
	
	float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
	float sampleZ = u_ViewInfo.y * depth;

	vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * depth * 0.99, 1.0);
	
	vec4 shadowpos = u_ShadowMvp * biasPos;
	
#if defined(USE_SHADOW_CASCADE)
	const float fadeTo = 0.5;
	result = fadeTo;
#else
	result = 0.0;
#endif

	if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
	{
		shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
		result = PCF(u_ShadowMap, shadowpos.xy, shadowpos.z);
	}
#if defined(USE_SHADOW_CASCADE)
	else
	{
		shadowpos = u_ShadowMvp2 * biasPos;

		if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
		{
			shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
			result = PCF(u_ShadowMap2, shadowpos.xy, shadowpos.z);
		}
		else
		{
			shadowpos = u_ShadowMvp3 * biasPos;

			if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
			{
				shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
				result = PCF(u_ShadowMap3, shadowpos.xy, shadowpos.z);

				float fade = clamp(sampleZ / r_shadowCascadeZFar * 10.0 - 9.0, 0.0, 1.0);
				result = mix(result, fadeTo, fade);
			}
		}
	}
#endif
		
	gl_FragColor = vec4(vec3(result), 1.0);
}