cone shadows done

This commit is contained in:
2023-02-12 21:27:04 +03:00
parent 728c4a85ed
commit e3389bcc20
11 changed files with 142 additions and 88 deletions

View File

@@ -16,11 +16,12 @@ void main(void) {
in vec3 view_dir, world_dir;
uniform vec2 dt;
uniform vec2 dt, shadow_size;
uniform float z_near;
uniform sampler2D tex_coeffs[2];
uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4, tex_sh;
uniform sampler2DShadow tex_shadow[16];
//uniform sampler2DShadow tex_shadow[16];
uniform sampler2DArray tex_shadows_cone;
uniform samplerCube tex_env;
uniform int lights_start, lights_count;
@@ -34,16 +35,30 @@ const float PI = 3.1416;
vec4 pos, lpos, shp;
vec3 li, si, ldir, halfV, bn, bn2, lwdir;
//vec3 vds, vds2;
vec3 vds, vds2;
float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow;
vec4 mapScreenToShadow(in int light_index) {
vec4 shp = qgl_light_position[light_index].shadow_matrix * pos;
shp.z += 0.095;
vec4 mapScreenToShadow(in int light_index, in vec3 offset) {
vec4 shp = qgl_light_position[light_index].shadow_matrix * (pos + vec4(offset, 0));
shp.z -= 0.05;
return shp;
}
float getShadow(in vec3 uvz, in int layer) {
vec2 uvpix = uvz.xy * shadow_size + vec2(0.5f);
vec2 uvp = fract(uvpix), iuvp = vec2(1.f) - uvp;
vec4 gt = textureGather(tex_shadows_cone, vec3(floor(uvpix.xy) / shadow_size, layer), 0);
vec4 uvv;
uvv[0] = iuvp.x * uvp.y;
uvv[1] = uvp.x * uvp.y;
uvv[2] = uvp.x * iuvp.y;
uvv[3] = iuvp.x * iuvp.y;
return dot(step(vec4(uvz.z), gt), uvv);
}
void calcLight(in int index, in vec3 n, in vec3 v) {
lpos = qgl_light_position[index].position;
ldir = lpos.xyz - (pos.xyz * lpos.w);
@@ -59,39 +74,60 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
spot *= scos * step(qgl_light_parameter[index].angles.w, scos);
spot *= smoothstep(qgl_light_parameter[index].angles.w, qgl_light_parameter[index].angles.y, scos);
vec4 shp = mapScreenToShadow(index);
spot *= textureProj(tex_shadow[index - lights_start], shp);
/*//lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
//bn2 = normalize(cross(lwdir, bn));
float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
//spot *= clamp(1. - sdist, 0, 1);
vds = ds * bn.xyz;
vds2 = ds * bn2.xyz;
float shadow = getShadow(index, pos.xyz, vec3(0)) * 3.;
shadow += getShadow(index, pos.xyz, vds ) * 2.;
shadow += getShadow(index, pos.xyz, - vds ) * 2.;
shadow += getShadow(index, pos.xyz, - vds2 ) * 2.;
shadow += getShadow(index, pos.xyz, + vds2 ) * 2.;
//shadow += getShadow(index, pos.xyz, vds - vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, vds + vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, - vds - vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, - vds + vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, vds + vds );
//shadow += getShadow(index, pos.xyz, - vds - vds );
//shadow += getShadow(index, pos.xyz, - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, + vds2 + vds2);
//shadow += getShadow(index, pos.xyz, vds + vds - vds2 );
//shadow += getShadow(index, pos.xyz, - vds - vds - vds2 );
//shadow += getShadow(index, pos.xyz, vds + vds + vds2 );
//shadow += getShadow(index, pos.xyz, - vds - vds + vds2 );
//shadow += getShadow(index, pos.xyz, vds - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, vds + vds2 + vds2);
//shadow += getShadow(index, pos.xyz, - vds - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, - vds + vds2 + vds2);
//shadow += shadow += getShadow(index, pos.xyz, vds+vds2)*10;
spot *= mix(1., shadow / 11., shadow_on);*/
if (qgl_light_parameter[index].flags == 1) {
float ds = ldist/300.;
//float bias = ldist * 0.05;
vds = ds * bn.xyz;
vds2 = ds * bn2.xyz;
int layer = index - lights_start;
float shadow = 0.;
vec4 shp = mapScreenToShadow(index, vec3(0));
shp.xy /= shp.w;
//shp.z -= bias;
//for (int xi = -2; xi <= 2; ++xi) {
// for (int yi = -2; yi <= 2; ++yi) {
//shadow += step(shp.z, texture(tex_shadows_cone, vec3(shp.xy, layer), ivec2(0, 0)).r);
shadow = getShadow(shp.xyz, layer);
// }
//}
spot *= shadow;// / 25.f;
//spot = texture(tex_shadows_cone, shp.xyz).r/20;
//spot = sz;
/*//lwdir = mat3(mat_viewi) * qgl_Light[index].direction.xyz;
//bn = normalize(cross(lwdir, vec3(1, 0, 0)));
//bn2 = normalize(cross(lwdir, bn));
float ds = ldist/200.;//max(abs(sdist) / 5000, 0.02);
//spot *= clamp(1. - sdist, 0, 1);
vds = ds * bn.xyz;
vds2 = ds * bn2.xyz;
float shadow = getShadow(index, pos.xyz, vec3(0)) * 3.;
shadow += getShadow(index, pos.xyz, vds ) * 2.;
shadow += getShadow(index, pos.xyz, - vds ) * 2.;
shadow += getShadow(index, pos.xyz, - vds2 ) * 2.;
shadow += getShadow(index, pos.xyz, + vds2 ) * 2.;
//shadow += getShadow(index, pos.xyz, vds - vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, vds + vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, - vds - vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, - vds + vds2 ) * 1.5;
//shadow += getShadow(index, pos.xyz, vds + vds );
//shadow += getShadow(index, pos.xyz, - vds - vds );
//shadow += getShadow(index, pos.xyz, - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, + vds2 + vds2);
//shadow += getShadow(index, pos.xyz, vds + vds - vds2 );
//shadow += getShadow(index, pos.xyz, - vds - vds - vds2 );
//shadow += getShadow(index, pos.xyz, vds + vds + vds2 );
//shadow += getShadow(index, pos.xyz, - vds - vds + vds2 );
//shadow += getShadow(index, pos.xyz, vds - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, vds + vds2 + vds2);
//shadow += getShadow(index, pos.xyz, - vds - vds2 - vds2);
//shadow += getShadow(index, pos.xyz, - vds + vds2 + vds2);
//shadow += shadow += getShadow(index, pos.xyz, vds+vds2)*10;
spot *= mix(1., shadow / 11., shadow_on);*/
}
#endif
vec3 dist_decay = vec3(1, ldist, ldist*ldist);
spot /= dot(qgl_light_parameter[index].decay_intensity.xyz, dist_decay);
@@ -156,8 +192,8 @@ void main(void) {
float reflectivity = v2.b;
float NdotV = dot(normal, v);
float roughness3 = roughness*roughness*roughness;
//bn = normalize(vec3(v3.w, v4.zw));
//bn2 = normalize(cross(n, bn));
bn = normalize(cross(normal, view_dir));
bn2 = normalize(cross(normal, bn));
rough_diff = max(roughness, _min_rough);
rough_spec = max(roughness3, _min_rough);
float shlick = clamp(metalness + (1 - metalness) * pow(1 - NdotV, 5), 0, 1);
@@ -185,6 +221,7 @@ void main(void) {
res_col = mix(res_col, fog_color.rgb, fog);
qgl_FragColor = vec4(res_col, alpha);
//qgl_FragColor.rgb = view_dir;
/*
#ifdef SPOT
vec4 wpos = vec4(world_dir * z, 1);