simple cascade shadows test
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@@ -1,3 +1,4 @@
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in float a_distance;
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in vec4 a_color;
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in vec2 a_texCoord;
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in vec3 a_position;
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@@ -17,13 +18,9 @@ uniform vec3 u_fogColor;
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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uniform bool u_alphaClip;
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uniform sampler2DShadow u_shadows;
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uniform vec3 u_sunDir;
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uniform int u_shadowsRes;
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uniform bool u_enableShadows;
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uniform mat4 u_shadowsMatrix;
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#include <shadows>
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@@ -1,17 +1,12 @@
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#ifndef SHADOWS_GLSL_
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#define SHADOWS_GLSL_
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float sample_shadow(vec3 uv, vec3 xy) {
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float color = 0.0;
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vec3 off1 = vec3(1.3846153846) * xy;
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vec3 off2 = vec3(3.2307692308) * xy;
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color += texture(u_shadows, uv) * 0.2270270270;
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color += texture(u_shadows, uv + (off1 / u_shadowsRes)) * 0.3162162162;
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color += texture(u_shadows, uv - (off1 / u_shadowsRes)) * 0.3162162162;
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color += texture(u_shadows, uv + (off2 / u_shadowsRes)) * 0.0702702703;
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color += texture(u_shadows, uv - (off2 / u_shadowsRes)) * 0.0702702703;
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return color;
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}
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uniform sampler2DShadow u_shadows;
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uniform sampler2DShadow u_wideShadows;
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uniform int u_shadowsRes;
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uniform bool u_blurShadows;
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uniform mat4 u_shadowsMatrix;
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uniform mat4 u_wideShadowsMatrix;
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float calc_shadow() {
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float shadow = 1.0;
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@@ -21,20 +16,32 @@ float calc_shadow() {
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.0001;
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vec4 wmpos = u_wideShadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.2, 1.0);
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vec3 wprojCoords = wmpos.xyz / wmpos.w;
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wprojCoords = wprojCoords * 0.5 + 0.5;
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wprojCoords.z -= 0.0001;
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shadow = 0.0;
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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const vec3 offsets[4] = vec3[4](
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vec3(0.5, 0.5, 0.0),
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vec3(-0.5, 0.5, 0.0),
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vec3(0.5, -0.5, 0.0),
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vec3(-0.5, -0.5, 0.0)
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);
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for (int i = 0; i < 4; i++) {
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shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
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if (u_blurShadows) {
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const vec3 offsets[4] = vec3[4](
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vec3(0.5, 0.5, 0.0),
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vec3(-0.5, 0.5, 0.0),
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vec3(0.5, -0.5, 0.0),
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vec3(-0.5, -0.5, 0.0)
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);
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for (int i = 0; i < 4; i++) {
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shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
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}
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shadow /= 4;
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} else {
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if (a_distance > 32.0) {
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shadow = texture(u_wideShadows, wprojCoords.xyz);
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} else {
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shadow = texture(u_shadows, projCoords.xyz);
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}
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}
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shadow /= 4;
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//shadow = sample_shadow(projCoords, normalize(vec3(1.0, 1.0, 0.0)) * 0.5);
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shadow = shadow * 0.5 + 0.5;
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} else {
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shadow = 0.5;
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@@ -2,6 +2,7 @@ layout (location = 0) out vec4 f_color;
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layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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in float a_distance;
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in vec4 a_torchLight;
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in vec3 a_skyLight;
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in vec2 a_texCoord;
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@@ -14,9 +15,7 @@ in vec4 a_modelpos;
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uniform sampler2D u_texture0;
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uniform samplerCube u_skybox;
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uniform sampler2DShadow u_shadows;
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uniform vec3 u_sunDir;
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uniform int u_shadowsRes;
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// flags
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uniform bool u_alphaClip;
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@@ -24,8 +23,6 @@ uniform bool u_debugLights;
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uniform bool u_debugNormals;
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uniform bool u_enableShadows;
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uniform mat4 u_shadowsMatrix;
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#include <shadows>
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void main() {
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