/* * Copyright 2013-2014 Dario Manesku. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" float linstep(float _edge0, float _edge1, float _x) { return clamp((_x-_edge0)/(_edge1-_edge0), 0.0, 1.0); } float attenuation(float _dist, vec3 _attn) { return 1.0 / ( _attn.x //const + _attn.y * _dist //linear + _attn.z * _dist * _dist //quadrantic ); } float spot(float _ldotsd, float _inner, float _outer) { float inner = cos(radians(_inner)); float outer = cos(radians(min(_outer, _inner - 0.001))); float spot = clamp((_ldotsd - inner) / (outer - inner), 0.0, 1.0); return spot; } vec2 lit(vec3 _ld, vec3 _n, vec3 _vd, float _exp) { //diff float ndotl = dot(_n, _ld); //spec vec3 r = 2.0*ndotl*_n - _ld; // reflect(_ld, _n); float rdotv = dot(r, _vd); float spec = step(0.0, ndotl) * pow(max(0.0, rdotv), _exp) * (2.0 + _exp)/8.0; return max(vec2(ndotl, spec), 0.0); } struct Light { vec3 l; vec3 ld; float attn; }; Light evalLight(vec3 _v, vec4 _l, vec3 _spotDirection, float _spotInner, float _spotOuter, vec3 _attnParams) { Light light; //directional light.l = _l.xyz; light.ld = -normalize(light.l); light.attn = 1.0; if (0.0 != _l.w) //point or spot { light.l = _l.xyz - _v; light.ld = normalize(light.l); float ldotsd = max(0.0, dot(-light.ld, normalize(_spotDirection))); float falloff = spot(ldotsd, _spotOuter, _spotInner); light.attn = attenuation(length(light.l), _attnParams) * mix(falloff, 1.0, step(90, _spotOuter)); } return light; } float texcoordInRange(vec2 _texcoord) { bool inRange = all(greaterThan(_texcoord, vec2_splat(0.0))) && all(lessThan (_texcoord, vec2_splat(1.0))) ; return float(inRange); } float hardShadow(sampler2D _sampler, vec4 _shadowCoord, float _bias) { vec2 texCoord = _shadowCoord.xy/_shadowCoord.w; bool outside = any(greaterThan(texCoord, vec2_splat(1.0))) || any(lessThan (texCoord, vec2_splat(0.0))) ; if (outside) { return 1.0; } float receiver = (_shadowCoord.z-_bias)/_shadowCoord.w; float occluder = unpackRgbaToFloat(texture2D(_sampler, texCoord) ); float visibility = step(receiver, occluder); return visibility; } float PCF(sampler2D _sampler, vec4 _shadowCoord, float _bias, vec4 _pcfParams, vec2 _texelSize) { float result = 0.0; vec2 offset = _pcfParams.zw * _texelSize * _shadowCoord.w; result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, -1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, -0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, 0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-1.5, 1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, -1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, -0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, 0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(-0.5, 1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, -1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, -0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, 0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(0.5, 1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, -1.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, -0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, 0.5) * offset, 0.0, 0.0), _bias); result += hardShadow(_sampler, _shadowCoord + vec4(vec2(1.5, 1.5) * offset, 0.0, 0.0), _bias); return result / 16.0; } float VSM(sampler2D _sampler, vec4 _shadowCoord, float _bias, float _depthMultiplier, float _minVariance) { vec2 texCoord = _shadowCoord.xy/_shadowCoord.w; bool outside = any(greaterThan(texCoord, vec2_splat(1.0))) || any(lessThan (texCoord, vec2_splat(0.0))) ; if (outside) { return 1.0; } float receiver = (_shadowCoord.z-_bias)/_shadowCoord.w * _depthMultiplier; vec4 rgba = texture2D(_sampler, texCoord); vec2 occluder = vec2(unpackHalfFloat(rgba.rg), unpackHalfFloat(rgba.ba)) * _depthMultiplier; if (receiver < occluder.x) { return 1.0; } float variance = max(occluder.y - (occluder.x*occluder.x), _minVariance); float d = receiver - occluder.x; float visibility = variance / (variance + d*d); return visibility; } float ESM(sampler2D _sampler, vec4 _shadowCoord, float _bias, float _depthMultiplier) { vec2 texCoord = _shadowCoord.xy/_shadowCoord.w; bool outside = any(greaterThan(texCoord, vec2_splat(1.0))) || any(lessThan (texCoord, vec2_splat(0.0))) ; if (outside) { return 1.0; } float receiver = (_shadowCoord.z-_bias)/_shadowCoord.w; float occluder = unpackRgbaToFloat(texture2D(_sampler, texCoord) ); float visibility = clamp(exp(_depthMultiplier * (occluder-receiver) ), 0.0, 1.0); return visibility; } vec4 blur9(sampler2D _sampler, vec2 _uv0, vec4 _uv1, vec4 _uv2, vec4 _uv3, vec4 _uv4) { #define _BLUR9_WEIGHT_0 1.0 #define _BLUR9_WEIGHT_1 0.9 #define _BLUR9_WEIGHT_2 0.55 #define _BLUR9_WEIGHT_3 0.18 #define _BLUR9_WEIGHT_4 0.1 #define _BLUR9_NORMALIZE (_BLUR9_WEIGHT_0+2.0*(_BLUR9_WEIGHT_1+_BLUR9_WEIGHT_2+_BLUR9_WEIGHT_3+_BLUR9_WEIGHT_4) ) #define BLUR9_WEIGHT(_x) (_BLUR9_WEIGHT_##_x/_BLUR9_NORMALIZE) float blur; blur = unpackRgbaToFloat(texture2D(_sampler, _uv0) * BLUR9_WEIGHT(0)); blur += unpackRgbaToFloat(texture2D(_sampler, _uv1.xy) * BLUR9_WEIGHT(1)); blur += unpackRgbaToFloat(texture2D(_sampler, _uv1.zw) * BLUR9_WEIGHT(1)); blur += unpackRgbaToFloat(texture2D(_sampler, _uv2.xy) * BLUR9_WEIGHT(2)); blur += unpackRgbaToFloat(texture2D(_sampler, _uv2.zw) * BLUR9_WEIGHT(2)); blur += unpackRgbaToFloat(texture2D(_sampler, _uv3.xy) * BLUR9_WEIGHT(3)); blur += unpackRgbaToFloat(texture2D(_sampler, _uv3.zw) * BLUR9_WEIGHT(3)); blur += unpackRgbaToFloat(texture2D(_sampler, _uv4.xy) * BLUR9_WEIGHT(4)); blur += unpackRgbaToFloat(texture2D(_sampler, _uv4.zw) * BLUR9_WEIGHT(4)); return packFloatToRgba(blur); } vec4 blur9VSM(sampler2D _sampler, vec2 _uv0, vec4 _uv1, vec4 _uv2, vec4 _uv3, vec4 _uv4) { #define _BLUR9_WEIGHT_0 1.0 #define _BLUR9_WEIGHT_1 0.9 #define _BLUR9_WEIGHT_2 0.55 #define _BLUR9_WEIGHT_3 0.18 #define _BLUR9_WEIGHT_4 0.1 #define _BLUR9_NORMALIZE (_BLUR9_WEIGHT_0+2.0*(_BLUR9_WEIGHT_1+_BLUR9_WEIGHT_2+_BLUR9_WEIGHT_3+_BLUR9_WEIGHT_4) ) #define BLUR9_WEIGHT(_x) (_BLUR9_WEIGHT_##_x/_BLUR9_NORMALIZE) vec2 blur; vec4 val; val = texture2D(_sampler, _uv0) * BLUR9_WEIGHT(0); blur = vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba)); val = texture2D(_sampler, _uv1.xy) * BLUR9_WEIGHT(1); blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba)); val = texture2D(_sampler, _uv1.zw) * BLUR9_WEIGHT(1); blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba)); val = texture2D(_sampler, _uv2.xy) * BLUR9_WEIGHT(2); blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba)); val = texture2D(_sampler, _uv2.zw) * BLUR9_WEIGHT(2); blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba)); val = texture2D(_sampler, _uv3.xy) * BLUR9_WEIGHT(3); blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba)); val = texture2D(_sampler, _uv3.zw) * BLUR9_WEIGHT(3); blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba)); val = texture2D(_sampler, _uv4.xy) * BLUR9_WEIGHT(4); blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba)); val = texture2D(_sampler, _uv4.zw) * BLUR9_WEIGHT(4); blur += vec2(unpackHalfFloat(val.rg), unpackHalfFloat(val.ba)); return vec4(packHalfFloat(blur.x), packHalfFloat(blur.y)); }