From 5b548cb866405b6716d5f904e4df75c07dbbad9b Mon Sep 17 00:00:00 2001 From: quou Date: Sun, 2 Mar 2025 17:30:17 +1100 Subject: nevermind --- intermediate/forward.h | 6 -- intermediate/surface.glsl | 59 ++++++++++++--- intermediate/ts.glsl | 179 ---------------------------------------------- 3 files changed, 50 insertions(+), 194 deletions(-) delete mode 100644 intermediate/ts.glsl (limited to 'intermediate') 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 -- cgit v1.2.3-54-g00ecf