simple cascade shadows test

This commit is contained in:
MihailRis
2025-05-12 00:25:39 +03:00
parent ad0396b31e
commit 9e05f6dbb6
5 changed files with 67 additions and 38 deletions
+1 -4
View File
@@ -1,3 +1,4 @@
in float a_distance;
in vec4 a_color;
in vec2 a_texCoord;
in vec3 a_position;
@@ -17,13 +18,9 @@ uniform vec3 u_fogColor;
uniform float u_fogFactor;
uniform float u_fogCurve;
uniform bool u_alphaClip;
uniform sampler2DShadow u_shadows;
uniform vec3 u_sunDir;
uniform int u_shadowsRes;
uniform bool u_enableShadows;
uniform mat4 u_shadowsMatrix;
#include <shadows>
+28 -21
View File
@@ -1,17 +1,12 @@
#ifndef SHADOWS_GLSL_
#define SHADOWS_GLSL_
float sample_shadow(vec3 uv, vec3 xy) {
float color = 0.0;
vec3 off1 = vec3(1.3846153846) * xy;
vec3 off2 = vec3(3.2307692308) * xy;
color += texture(u_shadows, uv) * 0.2270270270;
color += texture(u_shadows, uv + (off1 / u_shadowsRes)) * 0.3162162162;
color += texture(u_shadows, uv - (off1 / u_shadowsRes)) * 0.3162162162;
color += texture(u_shadows, uv + (off2 / u_shadowsRes)) * 0.0702702703;
color += texture(u_shadows, uv - (off2 / u_shadowsRes)) * 0.0702702703;
return color;
}
uniform sampler2DShadow u_shadows;
uniform sampler2DShadow u_wideShadows;
uniform int u_shadowsRes;
uniform bool u_blurShadows;
uniform mat4 u_shadowsMatrix;
uniform mat4 u_wideShadowsMatrix;
float calc_shadow() {
float shadow = 1.0;
@@ -21,20 +16,32 @@ float calc_shadow() {
projCoords = projCoords * 0.5 + 0.5;
projCoords.z -= 0.0001;
vec4 wmpos = u_wideShadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.2, 1.0);
vec3 wprojCoords = wmpos.xyz / wmpos.w;
wprojCoords = wprojCoords * 0.5 + 0.5;
wprojCoords.z -= 0.0001;
shadow = 0.0;
if (dot(a_realnormal, u_sunDir) < 0.0) {
const vec3 offsets[4] = vec3[4](
vec3(0.5, 0.5, 0.0),
vec3(-0.5, 0.5, 0.0),
vec3(0.5, -0.5, 0.0),
vec3(-0.5, -0.5, 0.0)
);
for (int i = 0; i < 4; i++) {
shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
if (u_blurShadows) {
const vec3 offsets[4] = vec3[4](
vec3(0.5, 0.5, 0.0),
vec3(-0.5, 0.5, 0.0),
vec3(0.5, -0.5, 0.0),
vec3(-0.5, -0.5, 0.0)
);
for (int i = 0; i < 4; i++) {
shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
}
shadow /= 4;
} else {
if (a_distance > 32.0) {
shadow = texture(u_wideShadows, wprojCoords.xyz);
} else {
shadow = texture(u_shadows, projCoords.xyz);
}
}
shadow /= 4;
//shadow = sample_shadow(projCoords, normalize(vec3(1.0, 1.0, 0.0)) * 0.5);
shadow = shadow * 0.5 + 0.5;
} else {
shadow = 0.5;
+1 -4
View File
@@ -2,6 +2,7 @@ layout (location = 0) out vec4 f_color;
layout (location = 1) out vec4 f_position;
layout (location = 2) out vec4 f_normal;
in float a_distance;
in vec4 a_torchLight;
in vec3 a_skyLight;
in vec2 a_texCoord;
@@ -14,9 +15,7 @@ in vec4 a_modelpos;
uniform sampler2D u_texture0;
uniform samplerCube u_skybox;
uniform sampler2DShadow u_shadows;
uniform vec3 u_sunDir;
uniform int u_shadowsRes;
// flags
uniform bool u_alphaClip;
@@ -24,8 +23,6 @@ uniform bool u_debugLights;
uniform bool u_debugNormals;
uniform bool u_enableShadows;
uniform mat4 u_shadowsMatrix;
#include <shadows>
void main() {