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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