diff options
Diffstat (limited to 'res/effectlib/shadowMapping.glsllib')
-rw-r--r-- | res/effectlib/shadowMapping.glsllib | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/res/effectlib/shadowMapping.glsllib b/res/effectlib/shadowMapping.glsllib new file mode 100644 index 0000000..911eb58 --- /dev/null +++ b/res/effectlib/shadowMapping.glsllib @@ -0,0 +1,76 @@ +#ifndef SHADOW_MAPPING_GLSLLIB +#define SHADOW_MAPPING_GLSLLIB + +#include "depthpass.glsllib" + +float sampleParaboloid( in sampler2D shadowMap, in vec4 shadowControls, in mat4 shadowMatrix, in vec3 worldPos, in vec2 cameraProps, out vec2 smpUV ) +{ + vec4 projCoord = shadowMatrix * vec4( worldPos, 1.0 ); + vec3 smpCoord = projCoord.xyz / projCoord.w; + + float ptDepth = depthValueToLinearDistance( 1.0 - smpCoord.z, cameraProps ); + ptDepth = (ptDepth - cameraProps.x) / (cameraProps.y - cameraProps.x); + smpCoord = normalize( smpCoord.xyz ); + smpCoord.xy /= -( smpCoord.z + 1.0 ); + smpCoord.xy = vec2(1.0) - smpCoord.xy; + smpCoord.xy *= 0.5; + + smpUV = smpCoord.xy; // This is just for debug purposes to ensure what the sampled UV cooord is. + + float sampleDepth = texture( shadowMap, smpCoord.xy ).x + shadowControls.x; + sampleDepth *= sampleDepth; + ptDepth *= ptDepth; + float shadowFac = min(1.0, exp(shadowControls.y * sampleDepth * sampleDepth) / exp(shadowControls.y * ptDepth * ptDepth)); + + smpUV.xy *= shadowFac; + return shadowFac; +} + +float sampleCubemap( in samplerCube shadowCube, in vec4 shadowControls, in mat4 shadowViewMat, in vec3 lightPos, in vec3 worldPos, in vec2 cameraProps ) +{ + vec3 viewDir = worldPos - vec3(lightPos.x, lightPos.y, lightPos.z); + float ptDepth = length(viewDir.xyz); + vec4 viewCoord = shadowViewMat * vec4( viewDir.xyz, 0.0 ); + viewCoord.xyz /= ptDepth; + ptDepth = clamp((ptDepth - 1.0) / (cameraProps.y - 1.0), 0.0, 1.0); + + float smpDepth = texture( shadowCube, viewDir.xyz ).x + shadowControls.x; + + float shadowFac = min(1.0, exp(shadowControls.y * smpDepth) / exp(shadowControls.y * ptDepth)); + return shadowFac; +} + +float sampleOrthographic( in sampler2D shadowMap, in vec4 shadowControls, in mat4 shadowMatrix, in vec3 worldPos, in vec2 cameraProps ) +{ + vec4 projCoord = shadowMatrix * vec4( worldPos, 1.0 ); + vec3 smpCoord = projCoord.xyz / projCoord.w; + + float sampleDepth = texture( shadowMap, smpCoord.xy ).x + shadowControls.x; + + return min(1.0, exp(shadowControls.y * sampleDepth) / exp(shadowControls.y * smpCoord.z)); +} + + +struct ParaboloidMapResult +{ + vec4 m_Position; + vec4 m_WorldPos; +}; + +ParaboloidMapResult VertexParaboloidDepth(vec3 pos, mat4 inMVP) +{ + vec4 glPos = inMVP * vec4( pos, 1.0 ); + glPos /= glPos.w; + glPos.xyz = normalize( glPos.xyz ); + vec4 world_pos; + world_pos.w = glPos.z; + glPos.xy /= glPos.z + 1.0; + world_pos.xyz = pos.xyz; + + ParaboloidMapResult retval; + retval.m_Position = glPos; + retval.m_WorldPos = world_pos; + return retval; +} + +#endif |