diff options
author | quou <quou@disroot.org> | 2025-02-22 23:11:15 +1100 |
---|---|---|
committer | quou <quou@disroot.org> | 2025-02-22 23:25:45 +1100 |
commit | ed5d6dfa2ed08c5a9185f3eb4ffb4deb898ed2af (patch) | |
tree | 29a6dc82b3ccd528c80978dbc5bd6ef8c925f231 /intermediate | |
parent | ab9ed1ccadbd2c1b971bfbfb5ee651aa03a4a63e (diff) |
move shadows to a fullscreen buffer
Diffstat (limited to 'intermediate')
-rw-r--r-- | intermediate/surface.glsl | 59 | ||||
-rw-r--r-- | intermediate/ts.glsl | 148 |
2 files changed, 157 insertions, 50 deletions
diff --git a/intermediate/surface.glsl b/intermediate/surface.glsl index 71a4307..82bf2f6 100644 --- a/intermediate/surface.glsl +++ b/intermediate/surface.glsl @@ -29,6 +29,9 @@ type: vec2 name: uv type: vec2 [interpolator] +name: screen +type: vec4 +[interpolator] name: position type: vec4 [interpolator] @@ -114,7 +117,7 @@ dimension: cube [texture] name: shadowmaps stage: fragment -dimension: shadowArray +dimension: array [target] name: colour @@ -133,7 +136,9 @@ void main() { interpolator.uv = uv; interpolator.position = pos; interpolator.tbn = mat3(t, b, n); - gl_Position = c_vp.view_projection * pos; + pos = c_vp.view_projection * pos; + interpolator.screen = pos; + gl_Position = pos; } #endif @@ -170,54 +175,10 @@ float specular_brdf(vec2 uv, vec3 ref, vec3 l, vec3 v, vec3 n) { return (D * F * G) / (4.0 * ndl * ndv + 0.001); } -vec2 poissonDisk[16] = vec2[]( - vec2(-0.94201624, -0.39906216), - vec2(0.94558609, -0.76890725), - vec2(-0.094184101, -0.92938870), - vec2(0.34495938, 0.29387760), - vec2(-0.91588581, 0.45771432), - vec2(-0.81544232, -0.87912464), - vec2(-0.38277543, 0.27676845), - vec2(0.97484398, 0.75648379), - vec2(0.44323325, -0.97511554), - vec2(0.53742981, -0.47373420), - vec2(-0.26496911, -0.41893023), - vec2(0.79197514, 0.19090188), - vec2(-0.24188840, 0.99706507), - vec2(-0.81409955, 0.91437590), - vec2(0.19984126, 0.78641367), - vec2(0.14383161, -0.14100790) -); - -float random(vec3 seed, int i){ - vec4 seed4 = vec4(seed,i); - float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673)); - return fract(sin(dot_product) * 43758.5453); -} - -float get_shadow(Light l, vec3 wpos) { - const int taps = 4; - const float w = 1.0 / float(taps); - const float m = 1.0 / 1000.0; - int i; - float d = 0.0f; - Caster caster = casters[l.caster_id]; - vec4 surf = caster.projection * vec4(wpos, 1.0); - surf /= surf.w; - surf.xy = surf.xy * 0.5 + 0.5; - surf.z -= 0.005; - for (i = 0; i < taps; i++) { - int index = int(16.0 * random(floor(wpos.xyz * 1000.0), i)) % 16; - vec2 coord = surf.xy + poissonDisk[index] * m; - vec4 vec = vec4(coord, float(l.caster_id), surf.z); - d += texture(shadowmaps, vec).r * w; - } - return d; -} - void main() { int i; vec2 uv = interpolator.uv; + vec2 suv = (interpolator.screen.xy / interpolator.screen.w) * 0.5 + 0.5; vec3 p = interpolator.position.xyz; vec3 nrmsample = texture(normal, uv).rgb; @@ -251,9 +212,7 @@ void main() { spec_col * specular_brdf(uv, ref, light_dir, view_dir, nrm) * cos_theta_i; - float shadow = 1.0f; - if (l.caster_id >= 0) - shadow = get_shadow(l, p); + float shadow = texture(shadowmaps, vec3(suv, float(l.caster_id))).r; light += (diffuse + spec) * l.brightness * l.colour * shadow; } diff --git a/intermediate/ts.glsl b/intermediate/ts.glsl new file mode 100644 index 0000000..23195f6 --- /dev/null +++ b/intermediate/ts.glsl @@ -0,0 +1,148 @@ +#ifdef DESC +[program] +type: graphics +vertex: main +fragment: main +#endif + +#include "forward.h" + +#ifdef DESC + +[binding] +name: verts +rate: vertex +[attribute] +name: position +type: vec2 +[attribute] +name: uv +type: vec2 + +[interpolator] +name: uv +type: vec2 + +[texture] +name: shadowmaps +stage: fragment +dimension: shadowArray +[texture] +name: previous +stage: fragment +dimension: 2 +[texture] +name: depthmap +stage: fragment +dimension: 2 + +[struct] +name: Config +[variable] +name: inv_view +type: mat4 +[variable] +name: inv_proj +type: mat4 +[variable] +name: prev_vp +type: mat4 + +[struct] +name: Caster_Config +[variable] +name: index +type: int + +[cbuffer] +name: config +type: Config +stage: fragment + +[cbuffer] +name: caster_config +type: Caster_Config +stage: fragment + +[sbuffer] +name: casters +type: Caster +stage: fragment + +[target] +name: shadow_amount +type: float + +#endif + +#ifdef VERTEX_SHADER +void main() { + interpolator.uv = uv; + gl_Position = vec4(position, 1.0, 1.0); +} +#endif + +#ifdef FRAGMENT_SHADER + +vec2 poissonDisk[16] = vec2[]( + vec2(-0.94201624, -0.39906216), + vec2(0.94558609, -0.76890725), + vec2(-0.094184101, -0.92938870), + vec2(0.34495938, 0.29387760), + vec2(-0.91588581, 0.45771432), + vec2(-0.81544232, -0.87912464), + vec2(-0.38277543, 0.27676845), + vec2(0.97484398, 0.75648379), + vec2(0.44323325, -0.97511554), + vec2(0.53742981, -0.47373420), + vec2(-0.26496911, -0.41893023), + vec2(0.79197514, 0.19090188), + vec2(-0.24188840, 0.99706507), + vec2(-0.81409955, 0.91437590), + vec2(0.19984126, 0.78641367), + vec2(0.14383161, -0.14100790) +); + +float random(vec3 seed, int i){ + vec4 seed4 = vec4(seed,i); + float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673)); + return fract(sin(dot_product) * 43758.5453); +} + +float get_shadow(int id, vec3 wpos) { + const int taps = 4; + const float w = 1.0 / float(taps); + const float m = 1.0 / 1000.0; + int i; + float d = 0.0f; + Caster caster = casters[id]; + vec4 surf = caster.projection * vec4(wpos, 1.0); + surf /= surf.w; + surf.xy = surf.xy * 0.5 + 0.5; + surf.z -= 0.005; + for (i = 0; i < taps; i++) { + int index = int(16.0 * random(floor(wpos.xyz * 1000.0), i + globals.frame)) % 16; + vec2 coord = surf.xy + poissonDisk[index] * m; + vec4 vec = vec4(coord, float(id), surf.z); + d += texture(shadowmaps, vec).r * w; + } + return d; +} + +vec3 get_world_pos(float depth, vec2 uv) { + float z = depth; + vec4 clip = vec4(uv * 2.0 - 1.0, z, 1.0); + vec4 view = config.inv_proj * clip; + view /= view.w; + return (config.inv_view * view).xyz; +} + +void main() { + vec2 uv = interpolator.uv; + float d = texture(depthmap, uv).r; + vec3 wpos = get_world_pos(d, uv); + float prev = texture(previous, uv).r; + float current = get_shadow(caster_config.index, wpos); + shadow_amount = (prev + current) * 0.5; +} +#endif |