mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 00:31:28 -05:00
235 lines
7.8 KiB
Bash
235 lines
7.8 KiB
Bash
/*
|
|
* Copyright 2013-2014 Dario Manesku. All rights reserved.
|
|
* License: http://www.opensource.org/licenses/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));
|
|
}
|