group_bot/assets/voxygen/shaders/include/shadows.glsl
2024-06-13 19:16:24 -04:00

273 lines
14 KiB
GLSL

#ifndef SHADOWS_GLSL
#define SHADOWS_GLSL
#ifdef HAS_SHADOW_MAPS
#if (SHADOW_MODE == SHADOW_MODE_MAP)
layout (std140, set = 0, binding = 9)
uniform u_light_shadows {
mat4 shadowMatrices;
mat4 texture_mat;
};
// Use with sampler2DShadow
layout(set = 1, binding = 2)
uniform texture2D t_directed_shadow_maps;
layout(set = 1, binding = 3)
uniform samplerShadow s_directed_shadow_maps;
// uniform sampler2DArrayShadow t_directed_shadow_maps;
// uniform samplerCubeArrayShadow t_shadow_maps;
// uniform samplerCubeArray t_shadow_maps;
// Use with samplerCubeShadow
layout(set = 1, binding = 0)
uniform textureCube t_point_shadow_maps;
layout(set = 1, binding = 1)
uniform samplerShadow s_point_shadow_maps;
// uniform samplerCube t_shadow_maps;
// uniform sampler2DArray t_directed_shadow_maps;
float VectorToDepth (vec3 Vec)
{
// return length(Vec) / screen_res.w;
vec3 AbsVec = abs(Vec);
float LocalZcomp = max(AbsVec.x, max(AbsVec.y, AbsVec.z));
// float LocalZcomp = length(Vec);
// Replace f and n with the far and near plane values you used when
// you drew your cube map.
// const float f = 2048.0;
// const float n = 1.0;
// float NormZComp = (screen_res.w+screen_res.z) / (screen_res.w-screen_res.z) - (2*screen_res.w*screen_res.z)/(screen_res.w-screen_res.z)/LocalZcomp;
// float NormZComp = 1.0 - shadow_proj_factors.y / shadow_proj_factors.x / LocalZcomp;
// -(1 + 2n/(f-n)) - 2(1 + n/(f-n)) * n/z
// -(1 + n/(f-n)) - (1 + n/(f-n)) * n/z
// f/(f-n) - fn/(f-n)/z
float NormZComp = shadow_proj_factors.x - shadow_proj_factors.y / LocalZcomp;
// NormZComp = -1000.0 / (NormZComp + 10000.0);
// return (NormZComp + 1.0) * 0.5;
return NormZComp;
// float NormZComp = length(LocalZcomp);
// NormZComp = -NormZComp / screen_res.w;
// // return (NormZComp + 1.0) * 0.5;
// return NormZComp;
}
const vec3 sampleOffsetDirections[20] = vec3[]
(
vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
// vec3(0, 0, 0)
);
float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos)
{
if (lightIndex != 0u) {
return 1.0;
};
{
float currentDepth = VectorToDepth(fragToLight);// + bias;
// currentDepth = -currentDepth * 0.5 + 0.5;
float visibility = textureGrad(samplerCubeShadow(t_point_shadow_maps, s_point_shadow_maps), vec4(fragToLight, currentDepth), vec3(0), vec3(0));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
/* if (visibility == 1.0 || visibility == 0.0) {
return visibility;
} */
/* if (visibility >= 0.75) {
return 1.0;
}
if (visibility <= 0.25) {
return 0.0;
} */
/* if (visibility < 1.0) {
return 0.0;
} */
// return visibility;
/* if (visibility == 1.0) {
return visibility;
} */
return visibility;
// return visibility == 1.0 ? 1.0 : 0.0;
}
// float shadow = 0.0;
// float bias = 0.0;//0.003;//-0.003;//-0.005;//0.001;//-1.0;//-0.001;//0.001;//0.003;//-0.05;//-0.1;//0.0;//0.1
// float viewDistance = length(cam_pos.xyz - fragPos);
// vec3 firstDelta = vec3(0.0);///*min(viewDistance, 5.0) * *//**normalize(cam_pos - fragPos)*/fragNorm * 0.5;
// fragToLight += firstDelta;
// // viewDistance -= length(firstDelta);
// fragPos -= firstDelta;
// int samples = 20;
// // float lightDistance = length(fragToLight);
// // float diskRadius = 0.00001;
// // float diskRadius = 1.0;
// // float diskRadius = 0.05;
// float diskRadius = 5.0 / screen_res.w;// (1.0 + (/*viewDistance*/viewDistance / screen_res.w)) / 25.0;
// // float diskRadius = lightDistance;
// for(int i = 0; i < samples; ++i)
// {
// float currentDepth = VectorToDepth(fragToLight + sampleOffsetDirections[i] * diskRadius) + bias;
// // float closestDepth = texture(depthMap, fragToLight).r;
// // closestDepth *= far_plane; // Undo mapping [0;1]
// /* if(currentDepth - bias > closestDepth)
// shadow += 1.0;*/
// float visibility = texture(t_point_shadow_maps, vec4(fragToLight, currentDepth)/*, -2.5*/);
// shadow += visibility;
// // float closestDepth = texture(t_shadow_maps, vec3(fragToLight)/*, -2.5*/).r;
// // shadow += closestDepth > currentDepth ? 1.0 : 0.0;
// }
// shadow /= float(samples);
// // shadow = shadow * shadow * (3.0 - 2.0 * shadow);
// // use the light to fragment vector to sample from the depth map
// // float bias = 0.0;///*0.05*/0.01;//0.05;// 0.05;
// // float closestDepth = texture(t_shadow_maps, /*vec4*/vec3(fragToLight/*, (lightIndex + 1)*//* * 6*/)/*, 0.0*//*, 0.0*//*, bias*/).r;
// // // // float closestDepth = texture(t_shadow_maps, vec4(fragToLight, lightIndex), bias);
// // // // it is currently in linear range between [0,1]. Re-transform back to original value
// // closestDepth = (closestDepth + 0.0) * screen_res.w; // far plane
// // // // now test for shadows
// // // // float shadow = /*currentDepth*/(screen_res.w - bias) > closestDepth ? 1.0 : 0.0;
// // float shadow = currentDepth - bias < closestDepth ? 1.0 : 0.0;
// // float visibility = textureProj(t_shadow_maps, vec4(fragToLight, lightIndex), bias);
// // float visibility = texture(t_shadow_maps, vec4(fragToLight, lightIndex + 1), -(currentDepth/* + screen_res.z*/) / screen_res.w);// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
// // currentDepth += bias;
// // currentDepth = -1000.0 / (currentDepth + 10000.0);
// // currentDepth /= screen_res.w;
// // float currentDepth = VectorToDepth(fragToLight) + bias;
// // float visibility = texture(t_shadow_maps, vec4(fragToLight, currentDepth));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/);
// // return visibility == 1.0 ? 1.0 : 0.0;
// return shadow;
}
float ShadowCalculationDirected(in vec3 fragPos)//in vec4 /*light_pos[2]*/sun_pos, vec3 fragPos)
{
// Don't try to calculate directed shadows if there are no directed light sources
// Applies, for example, in the char select menu
if (light_shadow_count.z < 1) { return 1.0; }
float bias = 0.000;//0.0005;//-0.0001;// 0.05 / (2.0 * view_distance.x);
float diskRadius = 0.01;
const vec3 sampleOffsetDirections[20] = vec3[]
(
vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1),
vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1),
vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1),
vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1)
// vec3(0, 0, 0)
);
/* if (lightIndex >= light_shadow_count.z) {
return 1.0;
} */
// vec3 fragPos = sun_pos.xyz;// / sun_pos.w;//light_pos[lightIndex].xyz;
// sun_pos.z += sun_pos.w * bias;
vec4 sun_pos = texture_mat/*shadowMatrices*/ * vec4(fragPos, 1.0);
// sun_pos.xy = 0.5 * sun_pos.w + sun_pos.xy * 0.5;
// sun_pos.xy = sun_pos.ww - sun_pos.xy;
// sun_pos.xyz /= abs(sun_pos.w);
// sun_pos.w = sign(sun_pos.w);
// sun_pos.xy = (sun_pos.xy + 1.0) * 0.5;
// vec4 orig_pos = warpViewMat * lightViewMat * vec4(fragPos, 1.0);
//
// vec4 shadow_pos;
// shadow_pos.xyz = (warpProjMat * orig_pos).xyz:
// shadow_pos.w = orig_pos.y;
//
// sun_pos.xy = 0.5 * (shadow_pos.xy + shadow_pos.w) = 0.5 * (shadow_pos.xy + orig_pos.yy);
// sun_pos.z = shadow_pos.z;
//
// sun_pos.w = sign(shadow_pos.w) = sign(orig_pos.y);
// sun_pos.xyz = sun_pos.xyz / shadow_pos.w = vec3(0.5 * shadow_pos.xy / orig_pos.yy + 0.5, shadow_pos.z / orig_pos.y)
// = vec3(0.5 * (2.0 * warp_pos.xy / orig_pos.yy - (max_warp_pos + min_warp_pos).xy) / (max_warp_pos - min_warp_pos).xy + 0.5,
// -(warp_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z )
// = vec3((warp_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x,
// (warp_pos.y / orig_pos.y - min_warp_pos.y) / (max_warp_pos - min_warp_pos).y,
// -(warp_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z )
// = vec3((near * orig_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x,
// (((far+near) - 2.0 * near * far / orig_pos.y)/(far-near) - min_warp_pos.y) / (max_warp_pos - min_warp_pos).y,
// -(near * orig_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z )
// = vec3((near * orig_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x,
// (2.0 * (1.0 - far / orig_pos.y)*near/(far-near) + 1.0 - min_warp_pos.y) / (max_warp_pos - min_warp_pos).y,
// -(near * orig_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z )
// = vec3((near * orig_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x,
// (2.0 * (1.0 - far / orig_pos.y)*near/(far-near) + 1.0 - 0.0) / (1.0 - 0.0),
// -(near * orig_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z )
// = vec3((near * orig_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x,
// 2.0 * (1.0 - far / orig_pos.y)*near/(far-near) + 1.0,
// -(near * orig_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z )
//
// orig_pos.y = n: warp_pos.y = 2*(1-f/n)*n/(f-n) + 1 = 2*(n-f)/(f-n) + 1 = 2 * -1 + 1 = -1, sun_pos.y = (-1 - -1) / 2 = 0
// orig_pos.y = f: warp_pos.y = 2*(1-f/f)*n/(f-n) + 1 = 2*(1-1)*n/(f-n) + 1 = 2 * 0 * n/(f-n) + 1 = 1, sun_pos.y = (1 - -1) / 2 = 1
//
float visibility = textureProj(sampler2DShadow(t_directed_shadow_maps, s_directed_shadow_maps), sun_pos);
/* float visibilityLeft = textureProj(t_directed_shadow_maps, sun_shadow.texture_mat * vec4(fragPos + vec3(0.0, -diskRadius, 0.0), 1.0));
float visibilityRight = textureProj(t_directed_shadow_maps, sun_shadow.texture_mat * vec4(fragPos + vec3(0.0, diskRadius, 0.0), 1.0)); */
// float nearVisibility = textureProj(t_directed_shadow_maps + vec3(0.001, sun_pos));
// float visibility = textureProj(t_directed_shadow_maps, vec4(fragPos.xy, /*lightIndex, */fragPos.z + bias, sun_pos.w));
// return visibility;
// return min(visibility, min(visibilityLeft, visibilityRight));
// return mix(visibility, 0.0, sun_pos.z < -1.0);
// return mix(mix(0.0, 1.0, visibility == 1.0), 1.0, sign(sun_pos.w) * sun_pos.z > /*1.0*/abs(sun_pos.w));
// return (visibility - 0.5) * (visibility - 0.5) * 2.0 * sign(visibility - 0.5) + 0.5;// visibility > 0.75 ? visibility : 0.0;// visibility > 0.9 ? 1.0 : 0.0;
return visibility;
// return visibility == 1.0 ? 1.0 : 0.0;
// return abs(fragPos.y - round(fragPos.y)) <= 0.1 || abs(fragPos.x - round(fragPos.x)) <= 0.1 ? ( visibility == 1.0 ? 1.0 : 0.0) : visibility;
/* if (visibility == 1.0) {
return 1.0;
} */
// return visibility;
/* if (fragPos.z > 1.0) {
return 1.0;
} */
// vec3 snapToZ = abs(fragPos - vec3(ivec3(fragPos))); // fract(abs(fragPos));
// // snapToZ = min(snapToZ, 1.0 - snapToZ);
// const float EDGE_DIST = 0.01;
// snapToZ = mix(vec3(0.0), vec3(1.0), lessThanEqual(snapToZ, vec3(EDGE_DIST)));
// // float snapToZDist = dot(snapToZ, snapToZ);
// if (visibility <= 0.75 && /*fract(abs(fragPos.xy)), vec2(0.1)))*/ /*snapToZDist <= 0.25*//*all(lessThan(snapToZ, vec3(0.1)))(*/
// snapToZ.x + snapToZ.y + snapToZ.z >= 2.0) {
// return 0.0;
// }
// int samples = 20;
// float shadow = 0.0;
// // float bias = 0.0001;
// // float viewDistance = length(cam_pos.xyz - fragPos);
// // float diskRadius = 0.2 * (1.0 + (viewDistance / screen_res.w)) / 25.0;
// // float diskRadius = 0.0003;//0.005;// / (2.0 * view_distance.x);//(1.0 + (viewDistance / screen_res.w)) / 25.0;
// fragPos = sun_pos.xyz / sun_pos.w;
// for(int i = 0; i < samples; ++i)
// {
// vec3 currentDepth = fragPos + vec3(sampleOffsetDirections[i].xyz) * diskRadius + bias;
// visibility = texture(t_directed_shadow_maps, currentDepth);//vec4(currentDepth.xy, lightIndex, currentDepth.z)/*, -2.5*/);
// // visibility = texture(t_directed_shadow_maps, vec4(currentDepth.xy, lightIndex, currentDepth.z)/*, -2.5*/);
// shadow += visibility;
// // mix(visibility, 1.0, visibility >= 0.5);
// }
// shadow /= float(samples);
// return shadow;
}
#elif (SHADOW_MODE == SHADOW_MODE_NONE || SHADOW_MODE == SHADOW_MODE_CHEAP)
float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos)
{
return 1.0;
}
#endif
#else
float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos)
{
return 1.0;
}
#endif
#endif