soft shadows fixes
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@@ -28,14 +28,15 @@ uniform samplerCubeArray tex_depths_omni;
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uniform samplerCube tex_env;
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uniform int lights_start, lights_count, soft_shadows_samples = 16, noise_size = 64;
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uniform bool soft_shadows_enabled = false;
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uniform float soft_shadows_quality = 1.;
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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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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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uniform mat3 view_mat;
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const float _pe = 2.4e-7;
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const vec3 luma = vec3(0.299, 0.587, 0.114);
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const float _min_rough = 1.e-8, max_lod = 8;
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const float _min_rough = 1.e-8, max_lod = 8.;
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const float PI = 3.1416;
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ivec2 tc;
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@@ -177,28 +178,21 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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int layer = index - lights_start;
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float shadow = 0.;
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//float bias = abs(tan(PI/2.*(1 - abs(dot(normal, ldir)))) + 1) * z_near * 1;
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float bias = (1. + 1. / abs(dot(normal, ldir))) * z_near * 2;
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float bias = (1. + 1. / abs(dot(normal, ldir))) * z_near * 2.;
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//bias = bias * bias + z_near;
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if (soft_shadows_enabled) {
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float depth = 1.;
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#ifdef SPOT
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float depth = 1;
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const int gm_size = 3;
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const int gm_size = 2;
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for (int i = -gm_size; i <= gm_size; ++i) {
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for (int j = -gm_size; j <= gm_size; ++j) {
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depth = min(depth, textureOffset(tex_depths_cone, vec3(shp.xy, layer), ivec2(i, j)).x);
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}
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}
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depth = 1 / (1 - depth) - 1 + z_near;
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float dz = max(0, shp.z - depth);
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float ds = qgl_light_parameter[index].size * dz / (ldist - dz);
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//qgl_FragColor.rgb = vec3(-texture(tex_depths_cone, vec3(shp.xy,layer)).r*1000);
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//qgl_FragColor.rgb = vec3(depth);
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//qgl_FragColor.rgb = vec3(dz);
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#else
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float depth = 1;
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const int gm_size = 3;
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const int gm_size = 2;
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for (int i = -gm_size; i <= gm_size; ++i) {
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for (int j = -gm_size; j <= gm_size; ++j) {
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for (int k = -gm_size; k <= gm_size; ++k) {
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@@ -206,21 +200,23 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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}
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}
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}
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depth = 1 / (1 - depth) - 1 + z_near;
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float dz = max(0, ldist - depth);
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shp.z = ldist;
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#endif
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depth = 1. / (1. - depth) - 1. + z_near;
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float dz = max(0., shp.z - depth);
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float ds = qgl_light_parameter[index].size * dz / (ldist - dz);
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//float ds = (ldist / 2.) / qgl_light_parameter[index].size;
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//qgl_FragColor.rgb = vec3(ds);
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#endif
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float srate = abs(ds / pos.z) * 10. * soft_shadows_quality;
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qgl_FragColor.rgb = vec3(srate);
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int samples = clamp(1, soft_shadows_samples, int(round(ds * float(soft_shadows_samples))));
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int samples = clamp(int(round(srate * float(soft_shadows_samples))), 1, soft_shadows_samples);
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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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ivec2 sotc = tc;
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noise2init(vec2(hash(ivec2(tc.x * 2 + 1, tc.y)), hash(ivec2(tc.x, (tc.y * 2 + 1)))));
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for (int i = 1; i <= samples; ++i) {
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noise2init(vec2(hash(ivec2(tc.x * 2. + 1., tc.y)), hash(ivec2(tc.x, (tc.y * 2. + 1.)))));
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for (int i = 0; i < samples; ++i) {
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so = noise2();
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#ifdef SPOT
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//vec4 nc = texelFetch(tex_noise, sotc % noise_size, 0);
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@@ -242,7 +238,7 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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#endif
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}
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spot *= min(1, 2. * shadow / samples);
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spot *= min(1., 2. * shadow / samples);
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//spot *= shadow / soft_shadows_samples;
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//spot *= shadow / soft_shadows_samples + 1;
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@@ -262,7 +258,7 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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}
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vec3 dist_decay = vec3(1, ldist, ldist*ldist);
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vec3 dist_decay = vec3(1., ldist, ldist*ldist);
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spot /= dot(qgl_light_parameter[index].decay_intensity.xyz, dist_decay);
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float NdotLs = NdotL*NdotL;
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@@ -288,7 +284,7 @@ void main(void) {
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if (z == 1.) {
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discard;
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}
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pos.w = 1;
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pos.w = 1.;
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pos.xyz = view_dir * z;
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vec3 v = normalize(-pos.xyz);
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@@ -306,14 +302,16 @@ 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, vec3(1,0,0)) + cross(normal, vec3(0,1,0)));
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bn = normalize(cross(normal, vec3(1.,0.,0.)) + cross(normal, vec3(0.,1.,0.)));
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bn2 = normalize(cross(normal, bn));
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bn = cross(normal, bn2);
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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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float shlick = clamp(metalness + (1. - metalness) * pow(1. - NdotV, 5.), 0., 1.);
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flags = uint(round(v2.w));
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qgl_FragColor.rgba = vec4(0);
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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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if (bitfieldExtract(flags, 0, 1) == 1) {
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@@ -323,22 +321,22 @@ void main(void) {
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li = vec3(1.);
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}
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si *= shlick;
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li *= (1 - shlick);
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alpha = min(1, alpha * (1 + shlick));
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li *= (1. - shlick);
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alpha = min(1., alpha * (1. + shlick));
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vec2 brdf = texture(tex_coeffs[0], vec2(NdotV*0.99, roughness*0.995)).rg;
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float env_spec = shlick * brdf.x + brdf.y;
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vec3 spec_col = mix(vec3(1), diffuse, metalness);
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vec3 spec_col = mix(vec3(1.), diffuse, metalness);
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vec3 env_dir = view_mat * reflect(-v, normal);
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vec3 env_col = textureLod(tex_env, env_dir, sqrt(roughness) * max_lod).rgb * spec_col;
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vec3 res_col = max(vec3(0), li * diffuse + si * spec_col + emission);
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vec3 res_col = max(vec3(0.), li * diffuse + si * spec_col + emission);
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res_col = mix(res_col, env_col, env_spec * reflectivity);
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if (bitfieldExtract(flags, 1, 1) == 1) {
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float plen = length(pos.xyz);
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float fog = 1 - exp(-plen / fog_decay);
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fog = clamp(fog * fog_color.a * fog_density, 0, 1);
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float fog = 1. - exp(-plen / fog_decay);
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fog = clamp(fog * fog_color.a * fog_density, 0., 1.);
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res_col = mix(res_col, fog_color.rgb, fog);
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}
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