2024-08-29 15:32:34 +00:00
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in vec4 vpeye;
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in vec4 vneye;
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uniform bool u_shadow_receiver;
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uniform samplerCube shadowMap[MAX_LIGHTS];
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2024-08-24 17:32:25 +00:00
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2024-08-29 15:32:34 +00:00
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//// From http://fabiensanglard.net/shadowmappingVSM/index.php
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float chebyshevUpperBound(float distance, vec3 dir, int light_index) {
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distance = distance/20;
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vec2 moments = texture(shadowMap[light_index], dir).rg;
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2024-08-24 13:24:44 +00:00
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2024-08-29 15:32:34 +00:00
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// Surface is fully lit. as the current fragment is before the light occluder
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if (distance <= moments.x) {
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return 1.0;
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}
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2024-08-24 13:24:44 +00:00
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2024-08-29 15:32:34 +00:00
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// The fragment is either in shadow or penumbra. We now use chebyshev's upperBound to check
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// How likely this pixel is to be lit (p_max)
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float variance = moments.y - (moments.x*moments.x);
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//variance = max(variance, 0.000002);
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variance = max(variance, 0.00002);
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float d = distance - moments.x;
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float p_max = variance / (variance + d*d);
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return p_max;
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}
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vec4 shadowmap(in vec4 peye, in vec4 neye) {
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float shadowFactor = 0.0;
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vec3 fragment = vec3(peye);
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int total_casters = 0;
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for (int i = 0; i < u_num_lights; i++) {
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light_t light = u_lights[i];
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float factor = 0.0;
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if (light.type == LIGHT_DIRECTIONAL) {
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// shadowFactor = chebyshevUpperBound(distance, light.dir);
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} else if (light.type == LIGHT_POINT) {
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total_casters++;
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vec3 light_pos = (view * vec4(light.pos, 1.0)).xyz;
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vec3 dir = light_pos - fragment;
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vec4 sc = inv_view * vec4(dir, 0.0);
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factor += chebyshevUpperBound(length(dir), -sc.xyz, i);
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} else if (light.type == LIGHT_SPOT) {
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// shadowFactor = chebyshevUpperBound(distance, light.pos);
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2024-08-24 17:32:25 +00:00
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}
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2024-08-29 15:32:34 +00:00
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shadowFactor += factor;
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}
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if (u_num_lights == 0) {
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shadowFactor = 1.0;
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} else {
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shadowFactor /= total_casters;
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}
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return vec4(vec3(shadowFactor), 1.0);
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}
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vec4 shadowing() {
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if (u_shadow_receiver) {
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return shadowmap(vpeye, vneye);
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} else {
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return vec4(1.0);
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}
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}
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