OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.

This commit is contained in:
SmileTheory 2014-07-31 21:01:57 -07:00
parent 7b866ae96d
commit 2b2d696f12
10 changed files with 235 additions and 110 deletions

View file

@ -1,15 +1,17 @@
uniform sampler2D u_ScreenDepthMap;
uniform sampler2D u_ShadowMap;
uniform sampler2DShadow u_ShadowMap;
#if defined(USE_SHADOW_CASCADE)
uniform sampler2D u_ShadowMap2;
uniform sampler2D u_ShadowMap3;
uniform sampler2DShadow u_ShadowMap2;
uniform sampler2DShadow u_ShadowMap3;
uniform sampler2DShadow u_ShadowMap4;
#endif
uniform mat4 u_ShadowMvp;
#if defined(USE_SHADOW_CASCADE)
uniform mat4 u_ShadowMvp2;
uniform mat4 u_ShadowMvp3;
uniform mat4 u_ShadowMvp4;
#endif
uniform vec3 u_ViewOrigin;
@ -39,94 +41,103 @@ float random( const vec2 p )
return mod( 123456789., 1e-7 + 256. * dot(p,r) );
}
float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
float PCF(const sampler2DShadow shadowmap, const vec2 st, const float dist)
{
float mult;
float scale = 2.0 / r_shadowMapSize;
#if 0
// from http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html
vec2 offset = vec2(greaterThan(fract(var_DepthTex.xy * r_FBufScale * 0.5), vec2(0.25)));
offset.y += offset.x;
if (offset.y > 1.1) offset.y = 0.0;
mult = shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, 0.5)) * scale, dist)).r
+ shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, 0.5)) * scale, dist)).r
+ shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, -1.5)) * scale, dist)).r
+ shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, -1.5)) * scale, dist)).r;
mult *= 0.25;
#endif
#if defined(USE_SHADOW_FILTER)
float r = random(var_DepthTex.xy);
float sinr = sin(r) * scale;
float cosr = cos(r) * scale;
mat2 rmat = mat2(cosr, sinr, -sinr, cosr);
mult = step(dist, texture2D(shadowmap, st + rmat * vec2(-0.7055767, 0.196515)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.3524343, -0.7791386)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.2391056, 0.9189604)).r);
mult = shadow2D(shadowmap, vec3(st + rmat * vec2(-0.7055767, 0.196515), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.3524343, -0.7791386), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.2391056, 0.9189604), dist)).r;
#if defined(USE_SHADOW_FILTER2)
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.07580382, -0.09224417)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.5784913, -0.002528916)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.192888, 0.4064181)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.6335801, -0.5247476)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.5579782, 0.7491854)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.7320465, 0.6317794)).r);
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.07580382, -0.09224417), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.5784913, -0.002528916), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.192888, 0.4064181), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.6335801, -0.5247476), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.5579782, 0.7491854), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.7320465, 0.6317794), dist)).r;
mult *= 0.11111;
#else
mult *= 0.33333;
#endif
#else
mult = step(dist, texture2D(shadowmap, st).r);
mult = shadow2D(shadowmap, vec3(st, dist));
#endif
return mult;
}
float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear)
{
float sampleZDivW = texture2D(depthMap, tex).r;
sampleZDivW -= DEPTH_MAX_ERROR;
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
float sampleZDivW = texture2D(depthMap, tex).r - DEPTH_MAX_ERROR;
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
void main()
{
float result;
float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
float sampleZ = u_ViewInfo.y * depth;
vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * (depth - 0.5 / u_ViewInfo.x), 1.0);
vec4 shadowpos = u_ShadowMvp * biasPos;
#if defined(USE_SHADOW_CASCADE)
const float fadeTo = 1.0;
result = fadeTo;
#else
result = 0.0;
#endif
if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
result = PCF(u_ShadowMap, shadowpos.xy, shadowpos.z);
}
vec4 shadowpos = u_ShadowMvp * biasPos;
#if defined(USE_SHADOW_CASCADE)
if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
#endif
shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap, shadowpos.xy, shadowpos.z);
#if defined(USE_SHADOW_CASCADE)
}
else
{
shadowpos = u_ShadowMvp2 * biasPos;
if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap2, shadowpos.xy, shadowpos.z);
}
else
{
shadowpos = u_ShadowMvp3 * biasPos;
if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap3, shadowpos.xy, shadowpos.z);
float fade = clamp(sampleZ / r_shadowCascadeZFar * 10.0 - 9.0, 0.0, 1.0);
result = mix(result, fadeTo, fade);
}
else
{
shadowpos = u_ShadowMvp4 * biasPos;
shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap4, shadowpos.xy, shadowpos.z);
}
}
}
#endif
gl_FragColor = vec4(vec3(result), 1.0);
}