/**************************************************************************** ** ** Copyright (C) 2014 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef SCREEN_SPACE_DO_GLSLLIB #define SCREEN_SPACE_DO_GLSLLIB 1 #include "depthpass.glsllib" vec3 getViewSpacePos( sampler2D depthSampler, vec2 camProps, vec2 UV, vec4 UvToEye ) { float sampleDepth = getDepthValue( texture(depthSampler, UV), camProps ); sampleDepth = depthValueToLinearDistance( sampleDepth, camProps ); vec2 scaledUV = (UV * UvToEye.xy) + UvToEye.zw; return vec3(scaledUV * sampleDepth, sampleDepth); } float shadowOcclusion(sampler2D depthSampler, vec3 lightDir, vec3 worldPos, mat4 viewMat, mat4 viewProj, vec4 shadowParams, vec2 camProps, vec4 aoScreen, vec4 UvToEye) { vec3 viewPos = getViewSpacePos( depthSampler, camProps, ( gl_FragCoord.xy * aoScreen.zw ), UvToEye ); float depth = viewPos.z; // Get the screen-space UV vec2 centerUV = gl_FragCoord.xy * aoScreen.zw; float screenDist = shadowParams.y * 3.1415926535 * aoScreen.y / viewPos.z; if (screenDist < 1.0) { return 1.0; } vec3 viewL = normalize( (viewMat * vec4(lightDir, 0)).xyz ); float steps = min( screenDist, 20.0 ); int maxCt = int(steps); float step = 3.1415926535 * shadowParams.y / float(maxCt); float ret = float(maxCt); for( int i = 0; i < maxCt; ++i ) { vec3 ray = lightDir * step * float(i); vec3 samplePos = worldPos - ray; vec4 smpUV = viewProj * vec4(samplePos, 1.0); smpUV /= smpUV.w; smpUV.xy = (smpUV.xy + 1.0) * 0.5; vec3 testPos = getViewSpacePos( depthSampler, camProps, smpUV.xy, UvToEye ); testPos.z += shadowParams.w; vec3 testVec = normalize(viewPos - testPos); testVec -= viewL; float isBehind = clamp( testVec.z, 0.0, 1.0 ); float diff = (testPos.z - depth) / shadowParams.y; ret -= isBehind * (1.0 / (1.0 + diff * diff)); } ret /= float(maxCt); // divide by number of samples; // Blend between soft and hard based on softness param // NOTE : the 0.72974 is actually an gamma-inverted 0.5 (assuming gamma 2.2) // Would not need this if we linearized color instead. float hardCut = (ret <= 0.72974) ? 0.0 : 1.0; ret = shadowParams.z * ret + (1.0 - shadowParams.z) * hardCut; // Blend between full and no occlusion based on strength param ret = shadowParams.x * ret + (1.0 - shadowParams.x); return ret; } // For reference /* float glossyOcclusionBasis(sampler2D depthSampler, mat3 tanFrame, vec3 worldPos, mat4 viewProj, vec3 viewDir, vec4 shadowParams, vec2 camProps, float roughness) { float ret = 16.0; float kernel[16]; kernel[0] = 0.5; kernel[1] = 0.25; kernel[2] = 0.75; kernel[3] = 0.125; kernel[4] = 0.625; kernel[5] = 0.375; kernel[6] = 0.875; kernel[7] = 0.0625; kernel[8] = 0.5625; kernel[9] = 0.3125; kernel[10] = 0.8125; kernel[11] = 0.1875; kernel[12] = 0.6875; kernel[13] = 0.4375; kernel[14] = 0.9375; kernel[15] = 0.03125; float rough = clamp(roughness, 0.0001, 1.0); float normFac = 1.0 / (rough); float phiShift = hashRot( gl_FragCoord.xy ); ivec2 iCoords = ivec2( gl_FragCoord.xy ); float depth = getDepthValue( texelFetch(depthSampler, iCoords, 0) ); depth = depthValueToLinearDistance( depth, camProps ); for( int i = 0; i < 16; ++i ) { vec3 localDir; float phi = 6.28318530718 * (kernel[i] + phiShift); float cosTheta = sqrt( float(i+1) / 33.0); localDir.z = sqrt(1.0 - cosTheta*cosTheta) * normFac; localDir.x = cos(phi) * cosTheta; localDir.y = sin(phi) * cosTheta; localDir = normalize(localDir); vec3 halfDir = tanFrame[0]*localDir.x + tanFrame[1]*localDir.y + tanFrame[2]*localDir.z; vec3 ray = reflect( -viewDir, halfDir ) * shadowParams.x; vec4 samplePos = vec4( worldPos + ray, 1.0 ); vec4 sampleProj = viewProj * samplePos; sampleProj /= sampleProj.w; sampleProj.xy = (sampleProj.xy + 1.0) * 0.5; float sampleDepth = getDepthValue( texture(depthSampler, sampleProj.xy) ); sampleDepth = depthValueToLinearDistance( sampleDepth, camProps ); // Occlusion is applied based on a Cauchy distribution filter // But with a "dead zone" for the very close samples. By subtracting it from 16, // which represents no occlusion (16/16 = 1), we let nearby occluders have a // lot of effect, but far away occluders do not. Furthermore, the "dead zone" // in the filter means that the extremely near (which we assume to be part of the // same surface) are also excluded to try and limit self-occlusion. float occlDist = 4.0 * max(depth - sampleDepth - shadowParams.y, 0.0) / shadowParams.x; float occlFactor = 1.0 / ( 1.0 + occlDist*occlDist*0.04 ); occlFactor -= 1.0 / ( 1.0 + occlDist*occlDist*4.0 ); ret -= min(2.0 * occlFactor, 1.0); } ret /= 16.0; // divide by number of samples; return ret; } */ #endif