nvidia fix, soft shadows
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@@ -23,7 +23,8 @@ uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4, tex_sh;
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//uniform sampler2DShadow tex_shadow[16];
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uniform sampler2DArray tex_shadows_cone;
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uniform samplerCube tex_env;
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uniform int lights_start, lights_count;
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uniform int lights_start, lights_count, soft_shadows_samples = 16;
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uniform bool soft_shadows_enabled = false;
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uniform vec4 fog_color = vec4(0.5, 0.5, 0.5, 1);
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uniform float fog_decay = 10, fog_density = 0;
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@@ -36,7 +37,7 @@ const float PI = 3.1416;
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vec4 pos, lpos, shp;
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vec3 li, si, ldir, halfV, bn, bn2, lwdir;
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vec3 vds, vds2;
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float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow;
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float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow, shadow_dz;
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uint flags;
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@@ -47,8 +48,8 @@ vec4 mapScreenToShadow(in int light_index, in vec3 offset) {
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}
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float getShadow(in vec3 uvz, in int layer) {
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vec2 uvpix = uvz.xy * shadow_size + vec2(0.5f);
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float getShadow(in vec3 uvz, in int layer, in vec2 uv_offset) {
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vec2 uvpix = (uvz.xy + uv_offset) * shadow_size + vec2(0.5f);
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vec2 uvp = fract(uvpix), iuvp = vec2(1.f) - uvp;
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vec4 gt = textureGather(tex_shadows_cone, vec3(floor(uvpix.xy) / shadow_size, layer), 0);
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vec4 uvv;
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@@ -56,7 +57,18 @@ float getShadow(in vec3 uvz, in int layer) {
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uvv[1] = uvp.x * uvp.y;
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uvv[2] = uvp.x * iuvp.y;
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uvv[3] = iuvp.x * iuvp.y;
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return dot(step(vec4(uvz.z), gt), uvv);
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shadow_dz = max(max(uvz.z - gt[0], uvz.z - gt[1]), max(uvz.z - gt[2], uvz.z - gt[3]));
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return clamp(dot(step(vec4(uvz.z), gt), uvv), 0, 1);
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}
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float rand(vec2 co) {
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float a = 12.9898;
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float b = 78.233;
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float c = 43758.5453;
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float dt= dot(co.xy ,vec2(a,b));
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float sn= mod(dt,3.14);
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return fract(sin(sn) * c) - 0.5;
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}
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@@ -75,25 +87,42 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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spot *= scos * step(qgl_light_parameter[index].angles.w, scos);
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spot *= smoothstep(qgl_light_parameter[index].angles.w, qgl_light_parameter[index].angles.y, scos);
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if (qgl_light_parameter[index].flags == 1 && bitfieldExtract(flags, 3, 1) == 1) {
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if (int(round(qgl_light_parameter[index].flags)) == 1 && bitfieldExtract(flags, 3, 1) == 1) {
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float ds = ldist/300.;
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//float bias = ldist * 0.05;
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//vds = ds * bn.xyz;
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//vds2 = ds * bn2.xyz;
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int layer = index - lights_start;
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float shadow = 0.;
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vec4 shp = mapScreenToShadow(index, vec3(0));
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shp.xy /= shp.w;
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if (soft_shadows_enabled) {
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float ds = (ldist / 2.) / qgl_light_parameter[index].size;
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vds = ds * bn.xyz;
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vds2 = ds * bn2.xyz;
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vec2 so;
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for (int i = 1; i <= soft_shadows_samples; ++i) {
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//shadow += step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, layer)).r);
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so = vec2(rand(vec2(shp.x + i, shp.y)), rand(vec2(shp.x + i + 1, shp.y)));
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vec4 shp = mapScreenToShadow(index, vds * so.x + vds2 * so.y);
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shp.xy /= shp.w;
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shadow += getShadow(shp.xyz, layer, vec2(0));
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}
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//shadow = getShadow(shp.xyz, layer, vec2(0));
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spot *= shadow / (soft_shadows_samples + 0);// / 25.f;
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} else {
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shp.xy /= shp.w;
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spot *= getShadow(shp.xyz, layer, vec2(0));
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}
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//shp.z -= bias;
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//for (int xi = -2; xi <= 2; ++xi) {
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// for (int yi = -2; yi <= 2; ++yi) {
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//shadow += step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, layer), ivec2(0, 0)).r);
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shadow = getShadow(shp.xyz, layer);
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// }
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//}
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spot *= shadow;// / 25.f;
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//shadow += getShadow(shp.xyz, layer, vec2(0));
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//spot *= dot(so,vec2(1)) / scount + 0.5;// / 25.f;
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//spot *= shadow_dz;
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//spot = texture(tex_shadows_cone, shp.xyz).r/20;
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//spot = sz;
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@@ -167,7 +196,6 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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}
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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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vec4 v1 = texelFetch(tex_1, tc, 0);
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@@ -193,12 +221,12 @@ void main(void) {
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float reflectivity = v2.b;
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float NdotV = dot(normal, v);
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float roughness3 = roughness*roughness*roughness;
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//bn = normalize(cross(normal, view_dir));
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//bn2 = normalize(cross(normal, bn));
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bn = normalize(cross(normal, view_dir));
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bn2 = normalize(cross(normal, bn));
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rough_diff = max(roughness, _min_rough);
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rough_spec = max(roughness3, _min_rough);
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float shlick = clamp(metalness + (1 - metalness) * pow(1 - NdotV, 5), 0, 1);
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flags = uint(v2.w);
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flags = uint(round(v2.w));
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li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
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si = vec3(0.);
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@@ -229,19 +257,26 @@ void main(void) {
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}
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qgl_FragColor = vec4(res_col, alpha);
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//qgl_FragColor.rgb = vec3((v2.w/15));
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//qgl_FragColor.rgb = diffuse.rgb;
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/*
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//qgl_FragColor.rgb = vec3(qgl_light_parameter[0].size);
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#ifdef SPOT
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vec4 wpos = vec4(world_dir * z, 1);
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vec4 shp = qgl_light_position[lights_start].shadow_matrix * (pos);
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//vec4 shp = mapScreenToShadow(0, vec3(0));
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//shp.xy /= shp.w;
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//shp.z -= bias;
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//for (int xi = -2; xi <= 2; ++xi) {
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// for (int yi = -2; yi <= 2; ++yi) {
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//qgl_FragColor.rgb = vec3(step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, 0)).r));
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//qgl_FragColor.r = texture(tex_shadows_cone, vec3(0)).r;
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//qgl_FragColor.gb = vec2(1);
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//qgl_FragColor.rg = shp.xy;//vec4(res_col, alpha);
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//shp.z += 0.095;
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//qgl_FragColor.rgb = vec3(texture(tex_sh, shp.xy).rgb);
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qgl_FragColor.rgb = vec3(textureProj(tex_shadow[0], shp));
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//qgl_FragColor.rgb = vec3(textureProj(tex_shadow[0], shp));
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//vec4 rp = qgl_ViewProjMatrix*vec4(qgl_FragTexture.xy,z,1);
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//qgl_FragColor.rgb = vec3(shp.xy,0);
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//qgl_FragColor.rgb = vec3(texture(tex_shadows_cone, vec3(gl_FragCoord.xy/1000, 0)).r);
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#endif
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*/
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//vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
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//qgl_FragColor.rgb = vec3(shlick * brdf.x + brdf.y);
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//qgl_FragColor.rgb = vec3(alpha);
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