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-rw-r--r--intermediate/surface.glsl59
1 files changed, 50 insertions, 9 deletions
diff --git a/intermediate/surface.glsl b/intermediate/surface.glsl
index 82bf2f6..71a4307 100644
--- a/intermediate/surface.glsl
+++ b/intermediate/surface.glsl
@@ -29,9 +29,6 @@ type: vec2
name: uv
type: vec2
[interpolator]
-name: screen
-type: vec4
-[interpolator]
name: position
type: vec4
[interpolator]
@@ -117,7 +114,7 @@ dimension: cube
[texture]
name: shadowmaps
stage: fragment
-dimension: array
+dimension: shadowArray
[target]
name: colour
@@ -136,9 +133,7 @@ void main() {
interpolator.uv = uv;
interpolator.position = pos;
interpolator.tbn = mat3(t, b, n);
- pos = c_vp.view_projection * pos;
- interpolator.screen = pos;
- gl_Position = pos;
+ gl_Position = c_vp.view_projection * pos;
}
#endif
@@ -175,10 +170,54 @@ 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;
@@ -212,7 +251,9 @@ void main() {
spec_col *
specular_brdf(uv, ref, light_dir, view_dir, nrm) *
cos_theta_i;
- float shadow = texture(shadowmaps, vec3(suv, float(l.caster_id))).r;
+ float shadow = 1.0f;
+ if (l.caster_id >= 0)
+ shadow = get_shadow(l, p);
light += (diffuse + spec) * l.brightness * l.colour * shadow;
}