diff options
Diffstat (limited to 'intermediate/surface.glsl')
-rw-r--r-- | intermediate/surface.glsl | 59 |
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; } |