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-rw-r--r--res/effectlib/shadowMapping.glsllib76
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diff --git a/res/effectlib/shadowMapping.glsllib b/res/effectlib/shadowMapping.glsllib
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+++ b/res/effectlib/shadowMapping.glsllib
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+#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