[1] | 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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