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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
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parent
46f42e15c4
commit
c47313db65
35 changed files with 2624 additions and 38 deletions
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@ -13,12 +13,37 @@ varying mediump vec2 varTexCoord;
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centroid varying vec2 varTexCoord;
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#endif
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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 vIDiff;
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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 directional_ambient(vec3 normal)
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{
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vec3 v = normal * normal;
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@ -54,4 +79,25 @@ void main(void)
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#else
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varColor = inVertexColor;
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#endif
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#ifdef ENABLE_DYNAMIC_SHADOWS
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cosLight = max(0.0, dot(vNormal, -v_LightDirection));
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float texelSize = 0.51;
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float slopeScale = clamp(1.0 - 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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