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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
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35 changed files with 2624 additions and 38 deletions
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@ -1,5 +1,4 @@
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uniform mat4 mWorld;
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// Color of the light emitted by the sun.
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uniform vec3 dayLight;
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uniform vec3 eyePosition;
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@ -8,6 +7,7 @@ uniform vec3 eyePosition;
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uniform vec3 cameraOffset;
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uniform float animationTimer;
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varying vec3 vNormal;
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varying vec3 vPosition;
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// World position in the visible world (i.e. relative to the cameraOffset.)
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// This can be used for many shader effects without loss of precision.
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@ -24,13 +24,38 @@ varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying vec3 eyeVec;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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// shadow uniforms
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uniform vec3 v_LightDirection;
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uniform float f_textureresolution;
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uniform mat4 m_ShadowViewProj;
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uniform float f_shadowfar;
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uniform float f_shadow_strength;
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uniform float f_timeofday;
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varying float cosLight;
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varying float normalOffsetScale;
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varying float adj_shadow_strength;
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varying float f_normal_length;
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#endif
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varying vec3 eyeVec;
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varying float nightRatio;
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// Color of the light emitted by the light sources.
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const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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const float e = 2.718281828459;
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const float BS = 10.0;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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// custom smoothstep implementation because it's not defined in glsl1.2
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// https://docs.gl/sl4/smoothstep
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float mtsmoothstep(in float edge0, in float edge1, in float x)
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{
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float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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#endif
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float smoothCurve(float x)
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{
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@ -86,6 +111,9 @@ float snoise(vec3 p)
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#endif
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void main(void)
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{
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varTexCoord = inTexCoord0.st;
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@ -136,10 +164,9 @@ void main(void)
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gl_Position = mWorldViewProj * inVertexPosition;
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#endif
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vPosition = gl_Position.xyz;
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eyeVec = -(mWorldView * inVertexPosition).xyz;
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vNormal = inVertexNormal;
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// Calculate color.
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// Red, green and blue components are pre-multiplied with
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@ -152,7 +179,7 @@ void main(void)
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vec4 color = inVertexColor;
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#endif
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// The alpha gives the ratio of sunlight in the incoming light.
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float nightRatio = 1.0 - color.a;
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nightRatio = 1.0 - color.a;
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color.rgb = color.rgb * (color.a * dayLight.rgb +
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nightRatio * artificialLight.rgb) * 2.0;
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color.a = 1.0;
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@ -164,4 +191,26 @@ void main(void)
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0.07 * brightness);
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varColor = clamp(color, 0.0, 1.0);
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#ifdef ENABLE_DYNAMIC_SHADOWS
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vec3 nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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float texelSize = 767.0 / f_textureresolution;
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float slopeScale = clamp(1.0 - abs(cosLight), 0.0, 1.0);
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normalOffsetScale = texelSize * slopeScale;
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if (f_timeofday < 0.2) {
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adj_shadow_strength = f_shadow_strength * 0.5 *
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(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
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} else if (f_timeofday >= 0.8) {
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adj_shadow_strength = f_shadow_strength * 0.5 *
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mtsmoothstep(0.8, 0.83, f_timeofday);
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} else {
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adj_shadow_strength = f_shadow_strength *
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mtsmoothstep(0.20, 0.25, f_timeofday) *
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(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
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}
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f_normal_length = length(vNormal);
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#endif
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}
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