summaryrefslogtreecommitdiff
path: root/intermediate/ts.glsl
blob: 61dd728d51c25a3f9e30dc56f59ea9969c70c9b8 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
#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() {
	float w_prev = 0.9;
	float w_cur = 0.1;
	vec2 uv = interpolator.uv;
	float d = texture(depthmap, uv).r;
	vec3 wpos = get_world_pos(d, uv);
	vec4 prev_pos = config.prev_vp * vec4(wpos, 1.0);
	vec2 prev_uv = (prev_pos.xy / prev_pos.w) * 0.5 + 0.5;
	float prev = texture(previous, prev_uv).r;
	float current = get_shadow(caster_config.index, wpos);
	if (
		prev_uv.x < 0.0 || prev_uv.x > 1.0 || 
		prev_uv.y < 0.0 || prev_uv.y > 1.0
	) {
		w_prev = 0.0;
		w_cur = 1.0;
	}
	shadow_amount = (prev * w_prev + current * w_cur);
}
#endif