161 lines
5.5 KiB
Plaintext
161 lines
5.5 KiB
Plaintext
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#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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precision highp sampler2DShadow;
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in vec2 v_position2f;
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layout(location = 0) out float output1f;
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uniform sampler2D u_gbufferDepthTexture;
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uniform sampler2DShadow u_sunShadowDepthTexture;
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uniform sampler2D u_ditherTexture;
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uniform mat4 u_inverseViewProjMatrix4f;
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uniform vec2 u_ditherScale2f;
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uniform vec3 u_eyePosition3f;
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uniform float u_sampleStep1f;
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#define SAMPLES_PER_STEP 8.0
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#define SAMPLES_PER_STEP_1 0.125
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#ifdef COMPILE_SUN_SHADOW_LOD0
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uniform mat4 u_sunShadowMatrixLOD04f;
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#define SUN_SHADOW_MAP_FRAC 1.0
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#endif
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#ifdef COMPILE_SUN_SHADOW_LOD1
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uniform mat4 u_sunShadowMatrixLOD04f;
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uniform mat4 u_sunShadowMatrixLOD14f;
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#define SUN_SHADOW_MAP_FRAC 0.5
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#endif
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#ifdef COMPILE_SUN_SHADOW_LOD2
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uniform mat4 u_sunShadowMatrixLOD04f;
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uniform mat4 u_sunShadowMatrixLOD14f;
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uniform mat4 u_sunShadowMatrixLOD24f;
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#define SUN_SHADOW_MAP_FRAC 0.3333333
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#endif
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float shadow(in vec3 coords) {
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vec4 shadowSpacePosition = u_sunShadowMatrixLOD04f * vec4(coords, 1.0);
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if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
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shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
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return textureLod(u_sunShadowDepthTexture, shadowSpacePosition.xyz, 0.0);
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}
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#if defined(COMPILE_SUN_SHADOW_LOD1) || defined(COMPILE_SUN_SHADOW_LOD2)
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shadowSpacePosition = u_sunShadowMatrixLOD14f * vec4(coords, 1.0);
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if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
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shadowSpacePosition.y += 1.0;
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shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
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return textureLod(u_sunShadowDepthTexture, shadowSpacePosition.xyz, 0.0);
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}
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#endif
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#ifdef COMPILE_SUN_SHADOW_LOD2
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shadowSpacePosition = u_sunShadowMatrixLOD24f * vec4(coords, 1.0);
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if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
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shadowSpacePosition.y += 2.0;
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shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;
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return textureLod(u_sunShadowDepthTexture, shadowSpacePosition.xyz, 0.0);
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}
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#endif
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return -1.0;
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}
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#define STEP2DST(stepNum) (stepNum * stepNum * 0.06 + stepNum * 0.05)
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void main() {
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output1f = 0.0;
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float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r;
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if(depth < 0.00001) {
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return;
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}
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vec4 fragPos4f = vec4(v_position2f, depth, 1.0);
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fragPos4f.xyz *= 2.0;
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fragPos4f.xyz -= 1.0;
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fragPos4f = u_inverseViewProjMatrix4f * fragPos4f;
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fragPos4f.xyz /= fragPos4f.w;
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fragPos4f.w = 1.0;
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fragPos4f.xyz -= u_eyePosition3f;
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float viewDist = length(fragPos4f.xyz);
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fragPos4f.xyz /= viewDist;
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float sampleNum = textureLod(u_ditherTexture, u_ditherScale2f * v_position2f, 0.0).r;
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sampleNum += u_sampleStep1f * SAMPLES_PER_STEP + 1.0;
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float cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f += cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f += cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f += cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f += cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f += cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f += cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f += cloudSample * SAMPLES_PER_STEP_1;
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sampleNum += 1.0;
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cloudSample = STEP2DST(sampleNum);
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if(cloudSample > viewDist) return;
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cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample);
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if(cloudSample < 0.0) return;
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output1f += cloudSample * SAMPLES_PER_STEP_1;
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}
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