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#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