/**************************************************************************** ** ** 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 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