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authorquou <quou@disroot.org>2025-02-22 23:11:15 +1100
committerquou <quou@disroot.org>2025-02-22 23:25:45 +1100
commited5d6dfa2ed08c5a9185f3eb4ffb4deb898ed2af (patch)
tree29a6dc82b3ccd528c80978dbc5bd6ef8c925f231 /intermediate
parentab9ed1ccadbd2c1b971bfbfb5ee651aa03a4a63e (diff)
move shadows to a fullscreen buffer
Diffstat (limited to 'intermediate')
-rw-r--r--intermediate/surface.glsl59
-rw-r--r--intermediate/ts.glsl148
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