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-rw-r--r--intermediate/forward.h6
-rw-r--r--intermediate/surface.glsl59
-rw-r--r--intermediate/ts.glsl179
3 files changed, 50 insertions, 194 deletions
diff --git a/intermediate/forward.h b/intermediate/forward.h
index 156a185..7c4c9d3 100644
--- a/intermediate/forward.h
+++ b/intermediate/forward.h
@@ -22,9 +22,6 @@ name: Caster
[variable]
name: projection
type: mat4
-[variable]
-name: jittered
-type: mat4
[struct]
name: Globals
@@ -44,7 +41,4 @@ type: Globals
stage: fragment
#endif
-
-#define max_casters 16
-
#endif
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;
}
diff --git a/intermediate/ts.glsl b/intermediate/ts.glsl
deleted file mode 100644
index d80d6e4..0000000
--- a/intermediate/ts.glsl
+++ /dev/null
@@ -1,179 +0,0 @@
-#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
-[texture]
-name: prev_occlusion
-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
-[target]
-name: occlusion
-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, mat4 proj, 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;
- vec4 surf = proj * 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++) {
- float r = random(floor(wpos.xyz * 1000.0), i + globals.frame);
- int index = int(16.0 * r) % 16;
- vec2 coord = surf.xy + poissonDisk[index] * m;
- vec4 vec = vec4(coord, float(id), surf.z);
- d += texture(shadowmaps, vec).r * w;
- }
- return d;
-}
-
-vec4 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;
-}
-
-void main() {
- float w_prev = 0.99;
- float w_cur = 0.01;
- Caster caster = casters[caster_config.index];
- vec2 uv = interpolator.uv;
- float d = texture(depthmap, uv).r;
- float o = texture(prev_occlusion, uv).r;
- vec4 wpos = get_world_pos(d, uv);
- vec4 prev_pos = config.prev_vp * vec4(wpos.xyz, 1.0);
- vec2 prev_uv = (prev_pos.xy / prev_pos.w) * 0.5 + 0.5;
- float prev = texture(previous, prev_uv).r;
- float base = get_shadow(
- caster_config.index,
- caster.projection,
- wpos.xyz
- );
- float jittered = get_shadow(
- caster_config.index + max_casters,
- caster.jittered,
- wpos.xyz
- );
- if (
- prev_uv.x < 0.0 || prev_uv.x > 1.0 ||
- prev_uv.y < 0.0 || prev_uv.y > 1.0 ||
- abs(d - o) > 0.001
- ) {
- shadow_amount = base;
- } else {
- shadow_amount = prev * w_prev + jittered * w_cur;
- }
- occlusion = d;
-}
-#endif