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| |
| #ifndef SHADOW_MAPPING_GLSLLIB |
| #define SHADOW_MAPPING_GLSLLIB |
| |
| #include "depthpass.glsllib" |
| |
| float sampleParaboloid( in sampler2D shadowMap, in vec4 shadowControls, in mat4 shadowMatrix, in vec3 worldPos, in vec2 cameraProps, out vec2 smpUV ) |
| { |
| vec4 projCoord = shadowMatrix * vec4( worldPos, 1.0 ); |
| vec3 smpCoord = projCoord.xyz / projCoord.w; |
| |
| float ptDepth = depthValueToLinearDistance( 1.0 - smpCoord.z, cameraProps ); |
| ptDepth = (ptDepth - cameraProps.x) / (cameraProps.y - cameraProps.x); |
| smpCoord = normalize( smpCoord.xyz ); |
| smpCoord.xy /= -( smpCoord.z + 1.0 ); |
| smpCoord.xy = vec2(1.0) - smpCoord.xy; |
| smpCoord.xy *= 0.5; |
| |
| smpUV = smpCoord.xy; // This is just for debug purposes to ensure what the sampled UV cooord is. |
| |
| float sampleDepth = texture( shadowMap, smpCoord.xy ).x + shadowControls.x; |
| sampleDepth *= sampleDepth; |
| ptDepth *= ptDepth; |
| float shadowFac = min(1.0, exp(shadowControls.y * sampleDepth * sampleDepth) / exp(shadowControls.y * ptDepth * ptDepth)); |
| |
| smpUV.xy *= shadowFac; |
| return shadowFac; |
| } |
| |
| float sampleCubemap( in samplerCube shadowCube, in vec4 shadowControls, in mat4 shadowViewMat, in vec3 lightPos, in vec3 worldPos, in vec2 cameraProps ) |
| { |
| vec3 viewDir = worldPos - vec3(lightPos.x, lightPos.y, lightPos.z); |
| float ptDepth = length(viewDir.xyz); |
| vec4 viewCoord = shadowViewMat * vec4( viewDir.xyz, 0.0 ); |
| viewCoord.xyz /= ptDepth; |
| ptDepth = clamp((ptDepth - 1.0) / (cameraProps.y - 1.0), 0.0, 1.0); |
| |
| float smpDepth = texture( shadowCube, viewDir.xyz ).x + shadowControls.x; |
| |
| float shadowFac = min(1.0, exp(shadowControls.y * smpDepth) / exp(shadowControls.y * ptDepth)); |
| return shadowFac; |
| } |
| |
| float sampleOrthographic( in sampler2D shadowMap, in vec4 shadowControls, in mat4 shadowMatrix, in vec3 worldPos, in vec2 cameraProps ) |
| { |
| vec4 projCoord = shadowMatrix * vec4( worldPos, 1.0 ); |
| vec3 smpCoord = projCoord.xyz / projCoord.w; |
| |
| float sampleDepth = texture( shadowMap, smpCoord.xy ).x + shadowControls.x; |
| |
| return min(1.0, exp(shadowControls.y * sampleDepth) / exp(shadowControls.y * smpCoord.z)); |
| } |
| |
| |
| struct ParaboloidMapResult |
| { |
| vec4 m_Position; |
| vec4 m_WorldPos; |
| }; |
| |
| ParaboloidMapResult VertexParaboloidDepth(vec3 pos, mat4 inMVP) |
| { |
| vec4 glPos = inMVP * vec4( pos, 1.0 ); |
| glPos /= glPos.w; |
| glPos.xyz = normalize( glPos.xyz ); |
| vec4 world_pos; |
| world_pos.w = glPos.z; |
| glPos.xy /= glPos.z + 1.0; |
| world_pos.xyz = pos.xyz; |
| |
| ParaboloidMapResult retval; |
| retval.m_Position = glPos; |
| retval.m_WorldPos = world_pos; |
| return retval; |
| } |
| |
| #endif |