[3255] | 1 | struct LightVPos_OUT
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| 2 | {
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| 3 | float4 VPos : POSITION;
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| 4 | float4 LightVPos : TEXCOORD0;
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| 5 | };
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| 6 |
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| 7 | struct LightCPos_OUT
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| 8 | {
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| 9 | float4 VPos : POSITION;
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| 10 | float4 LightVPos : TEXCOORD0;
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| 11 | float4 LightCPos : TEXCOORD1;
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| 12 | };
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| 13 |
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| 14 | #define DEPTH_BIAS 0.01
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| 15 | #define DEPTH_BIAS_VSM 0.00005
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| 16 | #define DEPTH_EPSILON 0.01
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| 17 | #define DIST_BIAS 0.005
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| 18 | #define DIST_BIAS_VSM 0.0005
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| 19 | #define DIST_EPSILON 0.001
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| 20 |
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| 21 | //#define shadowColor float4(0.95,0.95,0.95,1)
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| 22 | #define shadowColor float4(0.8,0.8,0.8,1)
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| 23 | #define shadowColor2 float4(0.2,0.2,0.2,1)
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| 24 | //#define shadowColor float4(0.0,0.0,0.0,1)
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| 25 |
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| 26 | float4 shadowMapDepth(LightVPos_OUT IN,
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| 27 | uniform sampler2D shadowMap) : COLOR
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| 28 | {
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| 29 | float4 light = shadowColor;
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| 30 |
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| 31 | // if(IN.LightVPos.z > 0.0)
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| 32 | {
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| 33 | float4 pos = (IN.LightVPos / IN.LightVPos.w);
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| 34 |
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| 35 | pos.xy = (pos.xy + 1.0) / 2.0;
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| 36 | pos.y = 1.0 - pos.y;
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| 37 | float storedDepth = abs(tex2D(shadowMap, pos.xy).r);
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| 38 | //light = (pos.z - storedDepth.r)*100.0;
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| 39 | light = max(storedDepth + DEPTH_BIAS > pos.z, shadowColor2);
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| 40 | }
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| 41 | return light;
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| 42 | }
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| 43 |
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| 44 | float4 shadowMapCameraDepth(LightCPos_OUT IN,
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| 45 | uniform sampler2D shadowMap) : COLOR
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| 46 | {
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| 47 | float4 light = shadowColor;
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| 48 |
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| 49 |
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| 50 | float4 pos = (IN.LightVPos / IN.LightVPos.w);
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| 51 |
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| 52 | pos.xy = (pos.xy + 1.0) / 2.0;
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| 53 | pos.y = 1.0 - pos.y;
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| 54 | float storedDepth = tex2D(shadowMap, pos.xy).r;
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| 55 | //light = (pos.z - storedDepth.r)*100.0;
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| 56 | float depth = -IN.LightCPos.z;
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| 57 | light = max(storedDepth + DEPTH_BIAS > depth, shadowColor2);
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| 58 | return storedDepth;
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| 59 | return light;
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| 60 | }
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| 61 |
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| 62 | float4 shadowMapDepth_Variance(LightVPos_OUT IN,
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| 63 | uniform sampler2D shadowMap) : COLOR
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| 64 | {
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| 65 | float4 light = float4(1,1,1,1);
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| 66 |
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| 67 | float4 pos = (IN.LightVPos / IN.LightVPos.w);
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| 68 |
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| 69 | if( pos.z > 0.0)
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| 70 | {
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| 71 | float depth = pos.z;
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| 72 | pos.xy = (pos.xy + 1.0) / 2.0;
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| 73 | pos.y = 1.0 - pos.y;
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| 74 | float4 storedDepth = tex2D(shadowMap, pos.xy);
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| 75 | depth -= DEPTH_BIAS_VSM;
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| 76 | float lit_factor = light * (depth <= storedDepth.r);
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| 77 |
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| 78 | float M1 = storedDepth.r;
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| 79 | float M2 = storedDepth.g;
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| 80 | float v2 = min(max(M2 - M1 * M1, 0.0) + DEPTH_EPSILON, 1.0);
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| 81 | float m_d = M1 - depth;
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| 82 | float pmax = v2 / (v2 + m_d * m_d);
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| 83 |
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| 84 | // Adjust the light color based on the shadow attenuation
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| 85 | light = max(lit_factor, pmax);
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| 86 | }
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| 87 | else
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| 88 | light = 0;
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| 89 |
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| 90 | return light;
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| 91 |
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| 92 | }
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| 93 |
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| 94 | float4 shadowMapDist(LightCPos_OUT IN,
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| 95 | uniform float lightFarPlane,
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| 96 | uniform sampler2D shadowMap) : COLOR
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| 97 | {
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| 98 | float4 light = 0;//shadowColor;
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| 99 | if( IN.LightVPos.z > 0.0)
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| 100 | {
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| 101 | float4 pos = (IN.LightVPos / IN.LightVPos.w);
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| 102 | float d = length(pos.xy);
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| 103 | //light = saturate((1.0 - d)/0.05);
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| 104 | if(d <= 1.0)
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| 105 | {
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| 106 | float dist = length(IN.LightCPos.xyz) / lightFarPlane;
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| 107 | pos.xy = (pos.xy + 1.0) / 2.0;
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| 108 | pos.y = 1.0 - pos.y;
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| 109 | float storedDist = tex2D(shadowMap, pos.xy).r;
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| 110 | light = dist < storedDist + DIST_BIAS;
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| 111 | //if(dist < storedDist + DIST_BIAS)
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| 112 | // light = 1;
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| 113 | }
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| 114 | }
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| 115 | light = max(light, shadowColor);
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| 116 |
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| 117 | return light;
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| 118 | }
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| 119 |
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| 120 | float4 shadowMapDist_Variance(LightCPos_OUT IN,
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| 121 | uniform float lightFarPlane,
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| 122 | uniform sampler2D shadowMap) : COLOR
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| 123 | {
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| 124 | float4 light = 0;//loat4(1,1,1,1);
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| 125 |
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| 126 | if( IN.LightVPos.z > 0.0)
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| 127 | {
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| 128 | float4 pos = (IN.LightVPos / IN.LightVPos.w);
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| 129 | float d = length(pos.xy);
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| 130 | if(d <= 1.0)
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| 131 | {
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| 132 | float dist = length(IN.LightCPos.xyz) / lightFarPlane;
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| 133 | pos.xy = (pos.xy + 1.0) / 2.0;
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| 134 | pos.y = 1.0 - pos.y;
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| 135 | float4 storedDist = tex2D(shadowMap, pos.xy);
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| 136 | dist -= DIST_BIAS_VSM;
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| 137 | float lit_factor = light * (dist <= storedDist.r);
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| 138 |
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| 139 | float M1 = storedDist.r;
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| 140 | float M2 = storedDist.g;
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| 141 | float v2 = min(max(M2 - M1 * M1, 0.0) + DIST_EPSILON, 1.0);
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| 142 | float m_d = M1 - dist;
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| 143 | float pmax = v2 / (v2 + m_d * m_d);
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| 144 |
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| 145 | // Adjust the light color based on the shadow attenuation
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| 146 | light = max(lit_factor, pmax);
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| 147 | }
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| 148 | }
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| 149 |
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| 150 | return shadowColor + (1 - shadowColor) * light;
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| 151 | }
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| 152 |
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| 153 |
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| 154 | float4 shadowMapDist_POINT_Variance(LightCPos_OUT IN,
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| 155 | uniform float lightFarPlane,
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| 156 | uniform samplerCUBE shadowMap) : COLOR
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| 157 | {
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| 158 | float4 light = float4(1,1,1,1);
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| 159 |
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| 160 | float dist = length(IN.LightCPos.xyz) / lightFarPlane;
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| 161 | float4 storedDist = texCUBE(shadowMap, float3(IN.LightCPos.xy, -IN.LightCPos.z));
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| 162 | dist -= DIST_BIAS_VSM;
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| 163 | float lit_factor = light * (dist <= storedDist.r);
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| 164 |
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| 165 | float M1 = storedDist.r;
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| 166 | float M2 = storedDist.g;
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| 167 | float v2 = min(max(M2 - M1 * M1, 0.0) + DIST_EPSILON, 1.0);
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| 168 | float m_d = M1 - dist;
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| 169 | float pmax = v2 / (v2 + m_d * m_d);
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| 170 |
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| 171 | // Adjust the light color based on the shadow attenuation
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| 172 | light = max(lit_factor, pmax);
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| 173 |
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| 174 |
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| 175 | return (shadowColor + (1 - shadowColor) * light);
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| 176 | } |
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