1 | /* This file implements standard programs for depth shadow mapping. |
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2 | These particular ones are suitable for additive lighting models, and |
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3 | include 3 techniques to reduce depth fighting on self-shadowed surfaces, |
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4 | constant bias, gradient (slope-scale) bias, and a fuzzy shadow map comparison*/ |
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5 | |
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6 | |
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7 | // Shadow caster vertex program. |
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8 | void casterVP( |
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9 | float4 position : POSITION, |
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10 | out float4 outPos : POSITION, |
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11 | out float2 outDepth : TEXCOORD0, |
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12 | |
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13 | uniform float4x4 worldViewProj, |
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14 | uniform float4 texelOffsets, |
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15 | uniform float4 depthRange |
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16 | ) |
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17 | { |
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18 | outPos = mul(worldViewProj, position); |
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19 | |
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20 | // fix pixel / texel alignment |
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21 | outPos.xy += texelOffsets.zw * outPos.w; |
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22 | // linear depth storage |
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23 | // offset / scale range output |
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24 | #if LINEAR_RANGE |
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25 | outDepth.x = (outPos.z - depthRange.x) * depthRange.w; |
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26 | #else |
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27 | outDepth.x = outPos.z; |
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28 | #endif |
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29 | outDepth.y = outPos.w; |
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30 | } |
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31 | |
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32 | |
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33 | // Shadow caster fragment program for high-precision single-channel textures |
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34 | void casterFP( |
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35 | float2 depth : TEXCOORD0, |
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36 | out float4 result : COLOR) |
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37 | |
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38 | { |
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39 | #if LINEAR_RANGE |
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40 | float finalDepth = depth.x; |
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41 | #else |
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42 | float finalDepth = depth.x / depth.y; |
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43 | #endif |
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44 | // just smear across all components |
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45 | // therefore this one needs high individual channel precision |
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46 | result = float4(finalDepth, finalDepth, finalDepth, 1); |
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47 | } |
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48 | |
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49 | |
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50 | |
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51 | void receiverVP( |
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52 | float4 position : POSITION, |
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53 | float4 normal : NORMAL, |
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54 | |
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55 | out float4 outPos : POSITION, |
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56 | out float4 outColour : COLOR, |
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57 | out float4 outShadowUV : TEXCOORD0, |
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58 | |
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59 | uniform float4x4 world, |
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60 | uniform float4x4 worldIT, |
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61 | uniform float4x4 worldViewProj, |
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62 | uniform float4x4 texViewProj, |
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63 | uniform float4 lightPosition, |
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64 | uniform float4 lightColour, |
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65 | uniform float4 shadowDepthRange |
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66 | ) |
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67 | { |
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68 | float4 worldPos = mul(world, position); |
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69 | outPos = mul(worldViewProj, position); |
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70 | |
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71 | float3 worldNorm = mul(worldIT, normal).xyz; |
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72 | |
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73 | // calculate lighting (simple vertex lighting) |
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74 | float3 lightDir = normalize( |
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75 | lightPosition.xyz - (worldPos.xyz * lightPosition.w)); |
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76 | |
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77 | outColour = lightColour * max(dot(lightDir, worldNorm), 0.0); |
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78 | |
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79 | // calculate shadow map coords |
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80 | outShadowUV = mul(texViewProj, worldPos); |
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81 | #if LINEAR_RANGE |
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82 | // adjust by fixed depth bias, rescale into range |
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83 | outShadowUV.z = (outShadowUV.z - shadowDepthRange.x) * shadowDepthRange.w; |
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84 | #endif |
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85 | |
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86 | |
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87 | |
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88 | |
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89 | } |
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90 | |
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91 | void receiverFP( |
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92 | float4 position : POSITION, |
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93 | float4 shadowUV : TEXCOORD0, |
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94 | float4 vertexColour : COLOR, |
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95 | |
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96 | uniform sampler2D shadowMap : register(s0), |
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97 | uniform float inverseShadowmapSize, |
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98 | uniform float fixedDepthBias, |
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99 | uniform float gradientClamp, |
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100 | uniform float gradientScaleBias, |
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101 | uniform float shadowFuzzyWidth, |
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102 | |
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103 | out float4 result : COLOR) |
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104 | { |
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105 | // point on shadowmap |
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106 | #if LINEAR_RANGE |
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107 | shadowUV.xy = shadowUV.xy / shadowUV.w; |
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108 | #else |
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109 | shadowUV = shadowUV / shadowUV.w; |
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110 | #endif |
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111 | float centerdepth = tex2D(shadowMap, shadowUV.xy).x; |
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112 | |
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113 | // gradient calculation |
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114 | float pixeloffset = inverseShadowmapSize; |
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115 | float4 depths = float4( |
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116 | tex2D(shadowMap, shadowUV.xy + float2(-pixeloffset, 0)).x, |
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117 | tex2D(shadowMap, shadowUV.xy + float2(+pixeloffset, 0)).x, |
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118 | tex2D(shadowMap, shadowUV.xy + float2(0, -pixeloffset)).x, |
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119 | tex2D(shadowMap, shadowUV.xy + float2(0, +pixeloffset)).x); |
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120 | |
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121 | float2 differences = abs( depths.yw - depths.xz ); |
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122 | float gradient = min(gradientClamp, max(differences.x, differences.y)); |
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123 | float gradientFactor = gradient * gradientScaleBias; |
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124 | |
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125 | // visibility function |
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126 | float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); |
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127 | float finalCenterDepth = centerdepth + depthAdjust; |
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128 | |
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129 | // shadowUV.z contains lightspace position of current object |
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130 | |
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131 | #if FUZZY_TEST |
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132 | // fuzzy test - introduces some ghosting in result and doesn't appear to be needed? |
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133 | //float visibility = saturate(1 + delta_z / (gradient * shadowFuzzyWidth)); |
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134 | float visibility = saturate(1 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w); |
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135 | |
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136 | result = vertexColour * visibility; |
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137 | #else |
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138 | // hard test |
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139 | #if PCF |
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140 | // use depths from prev, calculate diff |
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141 | depths += depthAdjust.xxxx; |
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142 | float final = (finalCenterDepth > shadowUV.z) ? 1.0f : 0.0f; |
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143 | final += (depths.x > shadowUV.z) ? 1.0f : 0.0f; |
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144 | final += (depths.y > shadowUV.z) ? 1.0f : 0.0f; |
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145 | final += (depths.z > shadowUV.z) ? 1.0f : 0.0f; |
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146 | final += (depths.w > shadowUV.z) ? 1.0f : 0.0f; |
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147 | |
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148 | final *= 0.2f; |
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149 | |
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150 | result = float4(vertexColour.xyz * final, 1); |
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151 | |
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152 | #else |
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153 | result = (finalCenterDepth > shadowUV.z) ? vertexColour : float4(0,0,0,1); |
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154 | #endif |
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155 | |
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156 | #endif |
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157 | |
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158 | |
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159 | |
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160 | } |
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161 | |
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162 | |
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163 | |
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164 | |
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165 | // Expand a range-compressed vector |
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166 | float3 expand(float3 v) |
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167 | { |
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168 | return (v - 0.5) * 2; |
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169 | } |
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170 | |
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171 | |
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172 | /* Normal mapping plus depth shadowmapping receiver programs |
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173 | */ |
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174 | void normalMapShadowReceiverVp(float4 position : POSITION, |
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175 | float3 normal : NORMAL, |
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176 | float2 uv : TEXCOORD0, |
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177 | float3 tangent : TANGENT0, |
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178 | |
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179 | // outputs |
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180 | out float4 outPos : POSITION, |
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181 | out float4 outShadowUV : TEXCOORD0, |
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182 | out float2 oUv : TEXCOORD1, |
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183 | out float3 oTSLightDir : TEXCOORD2, |
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184 | // parameters |
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185 | uniform float4 lightPosition, // object space |
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186 | uniform float4x4 world, |
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187 | uniform float4x4 worldViewProj, |
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188 | uniform float4x4 texViewProj) |
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189 | { |
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190 | float4 worldPos = mul(world, position); |
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191 | outPos = mul(worldViewProj, position); |
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192 | |
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193 | // calculate shadow map coords |
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194 | outShadowUV = mul(texViewProj, worldPos); |
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195 | #if LINEAR_RANGE |
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196 | // adjust by fixed depth bias, rescale into range |
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197 | outShadowUV.z = (outShadowUV.z - shadowDepthRange.x) * shadowDepthRange.w; |
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198 | #endif |
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199 | |
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200 | // pass the main uvs straight through unchanged |
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201 | oUv = uv; |
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202 | |
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203 | // calculate tangent space light vector |
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204 | // Get object space light direction |
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205 | // Non-normalised since we'll do that in the fragment program anyway |
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206 | float3 lightDir = lightPosition.xyz - (position * lightPosition.w); |
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207 | |
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208 | // Calculate the binormal (NB we assume both normal and tangent are |
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209 | // already normalised) |
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210 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect |
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211 | // this equates to NxT, not TxN |
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212 | float3 binormal = cross(tangent, normal); |
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213 | |
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214 | // Form a rotation matrix out of the vectors |
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215 | float3x3 rotation = float3x3(tangent, binormal, normal); |
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216 | |
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217 | // Transform the light vector according to this matrix |
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218 | oTSLightDir = mul(rotation, lightDir); |
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219 | |
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220 | |
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221 | } |
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222 | |
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223 | |
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224 | void normalMapShadowReceiverFp( |
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225 | float4 shadowUV : TEXCOORD0, |
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226 | float2 uv : TEXCOORD1, |
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227 | float3 TSlightDir : TEXCOORD2, |
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228 | |
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229 | out float4 result : COLOR, |
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230 | |
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231 | uniform float4 lightColour, |
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232 | uniform float inverseShadowmapSize, |
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233 | uniform float fixedDepthBias, |
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234 | uniform float gradientClamp, |
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235 | uniform float gradientScaleBias, |
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236 | uniform float shadowFuzzyWidth, |
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237 | |
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238 | uniform sampler2D shadowMap : register(s0), |
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239 | uniform sampler2D normalMap : register(s1), |
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240 | uniform samplerCUBE normalCubeMap : register(s2)) |
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241 | { |
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242 | |
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243 | // retrieve normalised light vector, expand from range-compressed |
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244 | float3 lightVec = expand(texCUBE(normalCubeMap, TSlightDir).xyz); |
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245 | |
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246 | // get bump map vector, again expand from range-compressed |
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247 | float3 bumpVec = expand(tex2D(normalMap, uv).xyz); |
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248 | |
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249 | // Calculate dot product |
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250 | float4 vertexColour = lightColour * dot(bumpVec, lightVec); |
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251 | |
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252 | |
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253 | // point on shadowmap |
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254 | #if LINEAR_RANGE |
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255 | shadowUV.xy = shadowUV.xy / shadowUV.w; |
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256 | #else |
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257 | shadowUV = shadowUV / shadowUV.w; |
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258 | #endif |
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259 | float centerdepth = tex2D(shadowMap, shadowUV.xy).x; |
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260 | |
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261 | // gradient calculation |
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262 | float pixeloffset = inverseShadowmapSize; |
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263 | float4 depths = float4( |
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264 | tex2D(shadowMap, shadowUV.xy + float2(-pixeloffset, 0)).x, |
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265 | tex2D(shadowMap, shadowUV.xy + float2(+pixeloffset, 0)).x, |
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266 | tex2D(shadowMap, shadowUV.xy + float2(0, -pixeloffset)).x, |
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267 | tex2D(shadowMap, shadowUV.xy + float2(0, +pixeloffset)).x); |
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268 | |
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269 | float2 differences = abs( depths.yw - depths.xz ); |
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270 | float gradient = min(gradientClamp, max(differences.x, differences.y)); |
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271 | float gradientFactor = gradient * gradientScaleBias; |
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272 | |
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273 | // visibility function |
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274 | float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); |
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275 | float finalCenterDepth = centerdepth + depthAdjust; |
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276 | |
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277 | // shadowUV.z contains lightspace position of current object |
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278 | |
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279 | #if FUZZY_TEST |
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280 | // fuzzy test - introduces some ghosting in result and doesn't appear to be needed? |
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281 | //float visibility = saturate(1 + delta_z / (gradient * shadowFuzzyWidth)); |
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282 | float visibility = saturate(1 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w); |
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283 | |
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284 | result = vertexColour * visibility; |
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285 | #else |
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286 | // hard test |
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287 | #if PCF |
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288 | // use depths from prev, calculate diff |
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289 | depths += depthAdjust.xxxx; |
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290 | float final = (finalCenterDepth > shadowUV.z) ? 1.0f : 0.0f; |
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291 | final += (depths.x > shadowUV.z) ? 1.0f : 0.0f; |
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292 | final += (depths.y > shadowUV.z) ? 1.0f : 0.0f; |
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293 | final += (depths.z > shadowUV.z) ? 1.0f : 0.0f; |
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294 | final += (depths.w > shadowUV.z) ? 1.0f : 0.0f; |
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295 | |
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296 | final *= 0.2f; |
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297 | |
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298 | result = float4(vertexColour.xyz * final, 1); |
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299 | |
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300 | #else |
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301 | result = (finalCenterDepth > shadowUV.z) ? vertexColour : float4(0,0,0,1); |
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302 | #endif |
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303 | |
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304 | #endif |
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305 | |
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306 | |
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307 | |
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308 | } |
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309 | |
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