[12115] | 1 | void shadow_caster_vs( |
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| 2 | float4 position : POSITION, |
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| 3 | |
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| 4 | out float4 oPosition : POSITION, |
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| 5 | out float2 oDepth : TEXCOORD0, |
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| 6 | |
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| 7 | uniform float4x4 wvpMat) |
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| 8 | { |
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| 9 | // this is the view space position |
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| 10 | oPosition = mul(wvpMat, position); |
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| 11 | |
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| 12 | // depth info for the fragment. |
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| 13 | oDepth.x = oPosition.z; |
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| 14 | oDepth.y = oPosition.w; |
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| 15 | |
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| 16 | // clamp z to zero. seem to do the trick. :-/ |
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| 17 | //oPosition.z = max(oPosition.z, 0); |
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| 18 | } |
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| 19 | |
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| 20 | void shadow_caster_ps( |
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| 21 | float2 depth : TEXCOORD0, |
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| 22 | |
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| 23 | out float4 oColour : COLOR, |
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| 24 | |
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| 25 | uniform float4 pssmSplitPoints) |
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| 26 | { |
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| 27 | float finalDepth = depth.x / depth.y; |
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| 28 | oColour = float4(finalDepth, finalDepth, finalDepth, 1); |
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| 29 | } |
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| 30 | |
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| 31 | |
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| 32 | |
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| 33 | void shadow_receiver_vs( |
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| 34 | float4 position : POSITION, |
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| 35 | float3 normal : NORMAL, |
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| 36 | float2 uv : TEXCOORD0, |
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| 37 | |
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| 38 | out float4 oPosition : POSITION, |
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| 39 | out float3 oUv : TEXCOORD0, |
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| 40 | out float3 oLightDir : TEXCOORD1, |
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| 41 | out float3 oHalfAngle : TEXCOORD2, |
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| 42 | out float4 oLightPosition0 : TEXCOORD3, |
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| 43 | out float4 oLightPosition1 : TEXCOORD4, |
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| 44 | out float4 oLightPosition2 : TEXCOORD5, |
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| 45 | out float3 oNormal : TEXCOORD6, |
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| 46 | |
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| 47 | uniform float4 lightPosition, // object space |
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| 48 | uniform float3 eyePosition, // object space |
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| 49 | uniform float4x4 worldViewProjMatrix, |
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| 50 | uniform float4x4 texWorldViewProjMatrix0, |
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| 51 | uniform float4x4 texWorldViewProjMatrix1, |
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| 52 | uniform float4x4 texWorldViewProjMatrix2) |
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| 53 | { |
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| 54 | // calculate output position |
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| 55 | oPosition = mul(worldViewProjMatrix, position); |
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| 56 | |
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| 57 | // pass the main uvs straight through unchanged |
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| 58 | oUv.xy = uv; |
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| 59 | oUv.z = oPosition.z; |
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| 60 | |
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| 61 | // calculate tangent space light vector |
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| 62 | // Get object space light direction |
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| 63 | oLightDir = normalize(lightPosition.xyz - (position * lightPosition.w).xyz); |
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| 64 | |
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| 65 | // Calculate half-angle in tangent space |
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| 66 | float3 eyeDir = normalize(eyePosition - position.xyz); |
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| 67 | oHalfAngle = normalize(eyeDir + oLightDir); |
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| 68 | |
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| 69 | // Calculate the position of vertex in light space |
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| 70 | oLightPosition0 = mul(texWorldViewProjMatrix0, position); |
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| 71 | oLightPosition1 = mul(texWorldViewProjMatrix1, position); |
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| 72 | oLightPosition2 = mul(texWorldViewProjMatrix2, position); |
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| 73 | |
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| 74 | oNormal = normal; |
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| 75 | } |
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| 76 | |
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| 77 | float shadowPCF(sampler2D shadowMap, float4 shadowMapPos, float2 offset) |
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| 78 | { |
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| 79 | shadowMapPos = shadowMapPos / shadowMapPos.w; |
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| 80 | float2 uv = shadowMapPos.xy; |
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| 81 | float3 o = float3(offset, -offset.x) * 0.3f; |
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| 82 | |
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| 83 | // Note: We using 2x2 PCF. Good enough and is alot faster. |
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| 84 | float c = (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.xy).r) ? 1 : 0; // top left |
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| 85 | c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.xy).r) ? 1 : 0; // bottom right |
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| 86 | c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.zy).r) ? 1 : 0; // bottom left |
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| 87 | c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.zy).r) ? 1 : 0; // top right |
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| 88 | //float c = (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.xyyy).r) ? 1 : 0; // top left |
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| 89 | //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.xyyy).r) ? 1 : 0; // bottom right |
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| 90 | //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy + o.zyyy).r) ? 1 : 0; // bottom left |
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| 91 | //c += (shadowMapPos.z <= tex2Dlod(shadowMap, uv.xyyy - o.zyyy).r) ? 1 : 0; // top right |
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| 92 | return c / 4; |
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| 93 | } |
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| 94 | |
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| 95 | // to put it simply, this does 100% per pixel diffuse lighting |
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| 96 | void shadow_receiver_ps( |
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| 97 | float3 uv : TEXCOORD0, |
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| 98 | float3 OSlightDir : TEXCOORD1, |
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| 99 | float3 OShalfAngle : TEXCOORD2, |
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| 100 | float4 LightPosition0 : TEXCOORD3, |
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| 101 | float4 LightPosition1 : TEXCOORD4, |
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| 102 | float4 LightPosition2 : TEXCOORD5, |
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| 103 | float3 normal : TEXCOORD6, |
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| 104 | |
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| 105 | out float4 oColour : COLOR, |
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| 106 | |
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| 107 | uniform float4 invShadowMapSize0, |
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| 108 | uniform float4 invShadowMapSize1, |
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| 109 | uniform float4 invShadowMapSize2, |
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| 110 | uniform float4 pssmSplitPoints, |
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| 111 | uniform sampler2D diffuse, |
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| 112 | uniform sampler2D specular, |
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| 113 | uniform sampler2D normalMap, |
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| 114 | uniform sampler2D shadowMap0, |
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| 115 | uniform sampler2D shadowMap1, |
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| 116 | uniform sampler2D shadowMap2, |
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| 117 | uniform float4 lightDiffuse, |
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| 118 | uniform float4 lightSpecular, |
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| 119 | uniform float4 ambient |
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| 120 | ) |
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| 121 | { |
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| 122 | // calculate shadow |
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| 123 | float shadowing = 1.0f; |
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| 124 | float4 splitColour; |
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| 125 | if (uv.z <= pssmSplitPoints.y) |
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| 126 | { |
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| 127 | splitColour = float4(0.1, 0, 0, 1); |
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| 128 | shadowing = shadowPCF(shadowMap0, LightPosition0, invShadowMapSize0.xy); |
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| 129 | } |
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| 130 | else if (uv.z <= pssmSplitPoints.z) |
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| 131 | { |
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| 132 | splitColour = float4(0, 0.1, 0, 1); |
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| 133 | shadowing = shadowPCF(shadowMap1, LightPosition1, invShadowMapSize1.xy); |
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| 134 | } |
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| 135 | else |
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| 136 | { |
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| 137 | splitColour = float4(0.1, 0.1, 0, 1); |
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| 138 | shadowing = shadowPCF(shadowMap2, LightPosition2, invShadowMapSize2.xy); |
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| 139 | } |
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| 140 | |
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| 141 | // retrieve normalised light vector, expand from range-compressed |
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| 142 | float3 lightVec = normalize(OSlightDir); |
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| 143 | |
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| 144 | // retrieve half angle and normalise through cube map |
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| 145 | float3 halfAngle = normalize(OShalfAngle); |
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| 146 | |
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| 147 | // get diffuse colour |
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| 148 | float4 diffuseColour = tex2D(diffuse, uv.xy); |
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| 149 | |
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| 150 | // specular |
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| 151 | float4 specularColour = tex2D(specular, uv.xy); |
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| 152 | float shininess = specularColour.w; |
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| 153 | specularColour.w = 1; |
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| 154 | |
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| 155 | // calculate lit value. |
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| 156 | float4 lighting = lit(dot(normal, lightVec), dot(normal, halfAngle), shininess * 128) * shadowing; |
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| 157 | |
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| 158 | // final lighting with diffuse and spec |
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| 159 | oColour = (diffuseColour * clamp(ambient + lightDiffuse * lighting.y, 0, 1)) + (lightSpecular * specularColour * lighting.z); |
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| 160 | oColour.w = diffuseColour.w; |
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| 161 | |
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| 162 | //oColour += splitColour; |
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| 163 | } |
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| 164 | |
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