[390] | 1 | /* This file implements standard programs for depth shadow mapping. |
---|
| 2 | These particular ones are suitable for additive lighting models, and |
---|
| 3 | include 3 techniques to reduce depth fighting on self-shadowed surfaces, |
---|
| 4 | constant bias, gradient (slope-scale) bias, and a fuzzy shadow map comparison*/ |
---|
| 5 | |
---|
| 6 | |
---|
| 7 | // Shadow caster vertex program. |
---|
| 8 | void casterVP( |
---|
| 9 | float4 position : POSITION, |
---|
| 10 | out float4 outPos : POSITION, |
---|
| 11 | out float2 outDepth : TEXCOORD0, |
---|
| 12 | |
---|
| 13 | uniform float4x4 worldViewProj, |
---|
| 14 | uniform float4 texelOffsets, |
---|
| 15 | uniform float4 depthRange |
---|
| 16 | ) |
---|
| 17 | { |
---|
| 18 | outPos = mul(worldViewProj, position); |
---|
| 19 | |
---|
| 20 | // fix pixel / texel alignment |
---|
| 21 | outPos.xy += texelOffsets.zw * outPos.w; |
---|
| 22 | // linear depth storage |
---|
| 23 | // offset / scale range output |
---|
| 24 | #if LINEAR_RANGE |
---|
| 25 | outDepth.x = (outPos.z - depthRange.x) * depthRange.w; |
---|
| 26 | #else |
---|
| 27 | outDepth.x = outPos.z; |
---|
| 28 | #endif |
---|
| 29 | outDepth.y = outPos.w; |
---|
| 30 | } |
---|
| 31 | |
---|
| 32 | |
---|
| 33 | // Shadow caster fragment program for high-precision single-channel textures |
---|
| 34 | void casterFP( |
---|
| 35 | float2 depth : TEXCOORD0, |
---|
| 36 | out float4 result : COLOR) |
---|
| 37 | |
---|
| 38 | { |
---|
| 39 | #if LINEAR_RANGE |
---|
| 40 | float finalDepth = depth.x; |
---|
| 41 | #else |
---|
| 42 | float finalDepth = depth.x / depth.y; |
---|
| 43 | #endif |
---|
| 44 | // just smear across all components |
---|
| 45 | // therefore this one needs high individual channel precision |
---|
| 46 | result = float4(finalDepth, finalDepth, finalDepth, 1); |
---|
| 47 | } |
---|
| 48 | |
---|
| 49 | |
---|
| 50 | |
---|
| 51 | void receiverVP( |
---|
| 52 | float4 position : POSITION, |
---|
| 53 | float4 normal : NORMAL, |
---|
| 54 | |
---|
| 55 | out float4 outPos : POSITION, |
---|
| 56 | out float4 outColour : COLOR, |
---|
| 57 | out float4 outShadowUV : TEXCOORD0, |
---|
| 58 | |
---|
| 59 | uniform float4x4 world, |
---|
| 60 | uniform float4x4 worldIT, |
---|
| 61 | uniform float4x4 worldViewProj, |
---|
| 62 | uniform float4x4 texViewProj, |
---|
| 63 | uniform float4 lightPosition, |
---|
| 64 | uniform float4 lightColour, |
---|
| 65 | uniform float4 shadowDepthRange |
---|
| 66 | ) |
---|
| 67 | { |
---|
| 68 | float4 worldPos = mul(world, position); |
---|
| 69 | outPos = mul(worldViewProj, position); |
---|
| 70 | |
---|
| 71 | float3 worldNorm = mul(worldIT, normal).xyz; |
---|
| 72 | |
---|
| 73 | // calculate lighting (simple vertex lighting) |
---|
| 74 | float3 lightDir = normalize( |
---|
| 75 | lightPosition.xyz - (worldPos.xyz * lightPosition.w)); |
---|
| 76 | |
---|
| 77 | outColour = lightColour * max(dot(lightDir, worldNorm), 0.0); |
---|
| 78 | |
---|
| 79 | // calculate shadow map coords |
---|
| 80 | outShadowUV = mul(texViewProj, worldPos); |
---|
| 81 | #if LINEAR_RANGE |
---|
| 82 | // adjust by fixed depth bias, rescale into range |
---|
| 83 | outShadowUV.z = (outShadowUV.z - shadowDepthRange.x) * shadowDepthRange.w; |
---|
| 84 | #endif |
---|
| 85 | |
---|
| 86 | |
---|
| 87 | |
---|
| 88 | |
---|
| 89 | } |
---|
| 90 | |
---|
| 91 | void receiverFP( |
---|
| 92 | float4 position : POSITION, |
---|
| 93 | float4 shadowUV : TEXCOORD0, |
---|
| 94 | float4 vertexColour : COLOR, |
---|
| 95 | |
---|
| 96 | uniform sampler2D shadowMap : register(s0), |
---|
| 97 | uniform float inverseShadowmapSize, |
---|
| 98 | uniform float fixedDepthBias, |
---|
| 99 | uniform float gradientClamp, |
---|
| 100 | uniform float gradientScaleBias, |
---|
| 101 | uniform float shadowFuzzyWidth, |
---|
| 102 | |
---|
| 103 | out float4 result : COLOR) |
---|
| 104 | { |
---|
| 105 | // point on shadowmap |
---|
| 106 | #if LINEAR_RANGE |
---|
| 107 | shadowUV.xy = shadowUV.xy / shadowUV.w; |
---|
| 108 | #else |
---|
| 109 | shadowUV = shadowUV / shadowUV.w; |
---|
| 110 | #endif |
---|
| 111 | float centerdepth = tex2D(shadowMap, shadowUV.xy).x; |
---|
| 112 | |
---|
| 113 | // gradient calculation |
---|
| 114 | float pixeloffset = inverseShadowmapSize; |
---|
| 115 | float4 depths = float4( |
---|
| 116 | tex2D(shadowMap, shadowUV.xy + float2(-pixeloffset, 0)).x, |
---|
| 117 | tex2D(shadowMap, shadowUV.xy + float2(+pixeloffset, 0)).x, |
---|
| 118 | tex2D(shadowMap, shadowUV.xy + float2(0, -pixeloffset)).x, |
---|
| 119 | tex2D(shadowMap, shadowUV.xy + float2(0, +pixeloffset)).x); |
---|
| 120 | |
---|
| 121 | float2 differences = abs( depths.yw - depths.xz ); |
---|
| 122 | float gradient = min(gradientClamp, max(differences.x, differences.y)); |
---|
| 123 | float gradientFactor = gradient * gradientScaleBias; |
---|
| 124 | |
---|
| 125 | // visibility function |
---|
| 126 | float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); |
---|
| 127 | float finalCenterDepth = centerdepth + depthAdjust; |
---|
| 128 | |
---|
| 129 | // shadowUV.z contains lightspace position of current object |
---|
| 130 | |
---|
| 131 | #if FUZZY_TEST |
---|
| 132 | // fuzzy test - introduces some ghosting in result and doesn't appear to be needed? |
---|
| 133 | //float visibility = saturate(1 + delta_z / (gradient * shadowFuzzyWidth)); |
---|
| 134 | float visibility = saturate(1 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w); |
---|
| 135 | |
---|
| 136 | result = vertexColour * visibility; |
---|
| 137 | #else |
---|
| 138 | // hard test |
---|
| 139 | #if PCF |
---|
| 140 | // use depths from prev, calculate diff |
---|
| 141 | depths += depthAdjust.xxxx; |
---|
| 142 | float final = (finalCenterDepth > shadowUV.z) ? 1.0f : 0.0f; |
---|
| 143 | final += (depths.x > shadowUV.z) ? 1.0f : 0.0f; |
---|
| 144 | final += (depths.y > shadowUV.z) ? 1.0f : 0.0f; |
---|
| 145 | final += (depths.z > shadowUV.z) ? 1.0f : 0.0f; |
---|
| 146 | final += (depths.w > shadowUV.z) ? 1.0f : 0.0f; |
---|
| 147 | |
---|
| 148 | final *= 0.2f; |
---|
| 149 | |
---|
| 150 | result = float4(vertexColour.xyz * final, 1); |
---|
| 151 | |
---|
| 152 | #else |
---|
| 153 | result = (finalCenterDepth > shadowUV.z) ? vertexColour : float4(0,0,0,1); |
---|
| 154 | #endif |
---|
| 155 | |
---|
| 156 | #endif |
---|
| 157 | |
---|
| 158 | |
---|
| 159 | |
---|
| 160 | } |
---|
| 161 | |
---|
| 162 | |
---|
| 163 | |
---|
| 164 | |
---|
| 165 | // Expand a range-compressed vector |
---|
| 166 | float3 expand(float3 v) |
---|
| 167 | { |
---|
| 168 | return (v - 0.5) * 2; |
---|
| 169 | } |
---|
| 170 | |
---|
| 171 | |
---|
| 172 | /* Normal mapping plus depth shadowmapping receiver programs |
---|
| 173 | */ |
---|
| 174 | void normalMapShadowReceiverVp(float4 position : POSITION, |
---|
| 175 | float3 normal : NORMAL, |
---|
| 176 | float2 uv : TEXCOORD0, |
---|
| 177 | float3 tangent : TANGENT0, |
---|
| 178 | |
---|
| 179 | // outputs |
---|
| 180 | out float4 outPos : POSITION, |
---|
| 181 | out float4 outShadowUV : TEXCOORD0, |
---|
| 182 | out float2 oUv : TEXCOORD1, |
---|
| 183 | out float3 oTSLightDir : TEXCOORD2, |
---|
| 184 | // parameters |
---|
| 185 | uniform float4 lightPosition, // object space |
---|
| 186 | uniform float4x4 world, |
---|
| 187 | uniform float4x4 worldViewProj, |
---|
| 188 | uniform float4x4 texViewProj) |
---|
| 189 | { |
---|
| 190 | float4 worldPos = mul(world, position); |
---|
| 191 | outPos = mul(worldViewProj, position); |
---|
| 192 | |
---|
| 193 | // calculate shadow map coords |
---|
| 194 | outShadowUV = mul(texViewProj, worldPos); |
---|
| 195 | #if LINEAR_RANGE |
---|
| 196 | // adjust by fixed depth bias, rescale into range |
---|
| 197 | outShadowUV.z = (outShadowUV.z - shadowDepthRange.x) * shadowDepthRange.w; |
---|
| 198 | #endif |
---|
| 199 | |
---|
| 200 | // pass the main uvs straight through unchanged |
---|
| 201 | oUv = uv; |
---|
| 202 | |
---|
| 203 | // calculate tangent space light vector |
---|
| 204 | // Get object space light direction |
---|
| 205 | // Non-normalised since we'll do that in the fragment program anyway |
---|
| 206 | float3 lightDir = lightPosition.xyz - (position * lightPosition.w); |
---|
| 207 | |
---|
| 208 | // Calculate the binormal (NB we assume both normal and tangent are |
---|
| 209 | // already normalised) |
---|
| 210 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect |
---|
| 211 | // this equates to NxT, not TxN |
---|
| 212 | float3 binormal = cross(tangent, normal); |
---|
| 213 | |
---|
| 214 | // Form a rotation matrix out of the vectors |
---|
| 215 | float3x3 rotation = float3x3(tangent, binormal, normal); |
---|
| 216 | |
---|
| 217 | // Transform the light vector according to this matrix |
---|
| 218 | oTSLightDir = mul(rotation, lightDir); |
---|
| 219 | |
---|
| 220 | |
---|
| 221 | } |
---|
| 222 | |
---|
| 223 | |
---|
| 224 | void normalMapShadowReceiverFp( |
---|
| 225 | float4 shadowUV : TEXCOORD0, |
---|
| 226 | float2 uv : TEXCOORD1, |
---|
| 227 | float3 TSlightDir : TEXCOORD2, |
---|
| 228 | |
---|
| 229 | out float4 result : COLOR, |
---|
| 230 | |
---|
| 231 | uniform float4 lightColour, |
---|
| 232 | uniform float inverseShadowmapSize, |
---|
| 233 | uniform float fixedDepthBias, |
---|
| 234 | uniform float gradientClamp, |
---|
| 235 | uniform float gradientScaleBias, |
---|
| 236 | uniform float shadowFuzzyWidth, |
---|
| 237 | |
---|
| 238 | uniform sampler2D shadowMap : register(s0), |
---|
| 239 | uniform sampler2D normalMap : register(s1), |
---|
| 240 | uniform samplerCUBE normalCubeMap : register(s2)) |
---|
| 241 | { |
---|
| 242 | |
---|
| 243 | // retrieve normalised light vector, expand from range-compressed |
---|
| 244 | float3 lightVec = expand(texCUBE(normalCubeMap, TSlightDir).xyz); |
---|
| 245 | |
---|
| 246 | // get bump map vector, again expand from range-compressed |
---|
| 247 | float3 bumpVec = expand(tex2D(normalMap, uv).xyz); |
---|
| 248 | |
---|
| 249 | // Calculate dot product |
---|
| 250 | float4 vertexColour = lightColour * dot(bumpVec, lightVec); |
---|
| 251 | |
---|
| 252 | |
---|
| 253 | // point on shadowmap |
---|
| 254 | #if LINEAR_RANGE |
---|
| 255 | shadowUV.xy = shadowUV.xy / shadowUV.w; |
---|
| 256 | #else |
---|
| 257 | shadowUV = shadowUV / shadowUV.w; |
---|
| 258 | #endif |
---|
| 259 | float centerdepth = tex2D(shadowMap, shadowUV.xy).x; |
---|
| 260 | |
---|
| 261 | // gradient calculation |
---|
| 262 | float pixeloffset = inverseShadowmapSize; |
---|
| 263 | float4 depths = float4( |
---|
| 264 | tex2D(shadowMap, shadowUV.xy + float2(-pixeloffset, 0)).x, |
---|
| 265 | tex2D(shadowMap, shadowUV.xy + float2(+pixeloffset, 0)).x, |
---|
| 266 | tex2D(shadowMap, shadowUV.xy + float2(0, -pixeloffset)).x, |
---|
| 267 | tex2D(shadowMap, shadowUV.xy + float2(0, +pixeloffset)).x); |
---|
| 268 | |
---|
| 269 | float2 differences = abs( depths.yw - depths.xz ); |
---|
| 270 | float gradient = min(gradientClamp, max(differences.x, differences.y)); |
---|
| 271 | float gradientFactor = gradient * gradientScaleBias; |
---|
| 272 | |
---|
| 273 | // visibility function |
---|
| 274 | float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); |
---|
| 275 | float finalCenterDepth = centerdepth + depthAdjust; |
---|
| 276 | |
---|
| 277 | // shadowUV.z contains lightspace position of current object |
---|
| 278 | |
---|
| 279 | #if FUZZY_TEST |
---|
| 280 | // fuzzy test - introduces some ghosting in result and doesn't appear to be needed? |
---|
| 281 | //float visibility = saturate(1 + delta_z / (gradient * shadowFuzzyWidth)); |
---|
| 282 | float visibility = saturate(1 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w); |
---|
| 283 | |
---|
| 284 | result = vertexColour * visibility; |
---|
| 285 | #else |
---|
| 286 | // hard test |
---|
| 287 | #if PCF |
---|
| 288 | // use depths from prev, calculate diff |
---|
| 289 | depths += depthAdjust.xxxx; |
---|
| 290 | float final = (finalCenterDepth > shadowUV.z) ? 1.0f : 0.0f; |
---|
| 291 | final += (depths.x > shadowUV.z) ? 1.0f : 0.0f; |
---|
| 292 | final += (depths.y > shadowUV.z) ? 1.0f : 0.0f; |
---|
| 293 | final += (depths.z > shadowUV.z) ? 1.0f : 0.0f; |
---|
| 294 | final += (depths.w > shadowUV.z) ? 1.0f : 0.0f; |
---|
| 295 | |
---|
| 296 | final *= 0.2f; |
---|
| 297 | |
---|
| 298 | result = float4(vertexColour.xyz * final, 1); |
---|
| 299 | |
---|
| 300 | #else |
---|
| 301 | result = (finalCenterDepth > shadowUV.z) ? vertexColour : float4(0,0,0,1); |
---|
| 302 | #endif |
---|
| 303 | |
---|
| 304 | #endif |
---|
| 305 | |
---|
| 306 | |
---|
| 307 | |
---|
| 308 | } |
---|
| 309 | |
---|