[2966] | 1 | #include "../shaderenv.h"
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| 2 |
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| 3 |
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[2876] | 4 | struct fragment
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| 5 | {
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| 6 | // normalized screen position
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| 7 | float4 pos: WPOS;
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[3009] | 8 | float2 texCoord: TEXCOORD0;
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| 9 | float3 view: TEXCOORD1;
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[2876] | 10 | };
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| 11 |
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| 12 |
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| 13 | struct pixel
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| 14 | {
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| 15 | float4 color: COLOR0;
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| 16 | };
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| 17 |
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| 18 |
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[2944] | 19 | float2 myreflect(float2 pt, float2 n)
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| 20 | {
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| 21 | // distance to plane
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| 22 | float d = dot(n, pt);
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| 23 | // reflect around plane
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| 24 | float2 rpt = pt - d * 2.0f * n;
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| 25 |
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| 26 | return rpt;
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| 27 | }
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| 28 |
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| 29 |
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[2876] | 30 | /** function for standard deferred shading
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| 31 | */
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| 32 | float4 shade(fragment IN,
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| 33 | uniform float4 color,
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| 34 | uniform float3 normal,
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[2952] | 35 | float3 lightDir)
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[2876] | 36 | {
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[2954] | 37 | // diffuse intensity
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| 38 | const float angle = saturate(dot(normal, lightDir));
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| 39 |
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| 40 | float4 lightDiffuse = glstate.light[0].diffuse;
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| 41 | float4 diffuse = angle * lightDiffuse;
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[2876] | 42 |
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| 43 | // global ambient
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[2954] | 44 | const float4 ambient = glstate.light[0].ambient;
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| 45 |
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[2968] | 46 | float4 outColor;
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[2967] | 47 |
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[3005] | 48 | // hack: prevent shading the sky
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[3009] | 49 | if (color.w > 1e19f) outColor = color;
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[2974] | 50 | else outColor = (ambient + diffuse) * color;
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[2968] | 51 |
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| 52 | return outColor;
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[2876] | 53 | }
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| 54 |
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| 55 |
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| 56 |
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| 57 | /** The mrt shader for standard rendering
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| 58 | */
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[2874] | 59 | pixel main(fragment IN,
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| 60 | uniform sampler2D colors,
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[2952] | 61 | uniform sampler2D normals,
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[2991] | 62 | uniform float3 lightDir
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[2874] | 63 | )
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| 64 | {
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| 65 | pixel OUT;
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| 66 |
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[3009] | 67 | float4 norm = tex2D(normals, IN.texCoord);
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| 68 | float4 color = tex2Dlod(colors, float4(IN.texCoord, 0, 0));
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| 69 |
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[2945] | 70 | float3 normal = normalize(norm.xyz);
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[3089] | 71 | float4 col = shade(IN, color, normal, lightDir);
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[2874] | 72 |
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[3099] | 73 | OUT.color = col;
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[3095] | 74 | // store scaled view vector so wie don't have to normalize for e.g., ssao
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[3136] | 75 | OUT.color.w = color.w;// / length(IN.view);
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[3098] | 76 |
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[2874] | 77 | return OUT;
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[2876] | 78 | }
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[2892] | 79 |
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[2944] | 80 |
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| 81 | float CalcShadowTerm(fragment IN,
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| 82 | uniform sampler2D shadowMap,
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[3025] | 83 | uniform float scale,
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[2944] | 84 | uniform float2 lightSpacePos,
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[2952] | 85 | uniform float depth,
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[2966] | 86 | uniform float2 samples[NUM_PCF_TABS],
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[3025] | 87 | uniform float weights[NUM_PCF_TABS],
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[2944] | 88 | uniform sampler2D noiseTexture
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| 89 | )
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| 90 | {
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[2954] | 91 | //float shadowDepth = tex2D(shadowMap, lightSpacePos).x;
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| 92 | //return step(depth, shadowDepth);
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[2944] | 93 |
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[3025] | 94 | float total_d = .0f;
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| 95 | float total_w = .0f;
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| 96 |
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[2966] | 97 | for (int i = 0; i < NUM_PCF_TABS; ++ i)
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[2944] | 98 | {
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| 99 | const float2 offset = samples[i];
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[3025] | 100 | const float w = weights[i];
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[2944] | 101 |
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| 102 | #if 1
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| 103 | ////////////////////
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| 104 | //-- add random noise: reflect around random normal vector (warning: slow!)
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| 105 |
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[3009] | 106 | float2 mynoise = tex2D(noiseTexture, IN.texCoord).xy;
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[2944] | 107 | const float2 offsetTransformed = myreflect(offset, mynoise);
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| 108 | #else
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| 109 | const float2 offsetTransformed = offset;
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| 110 | #endif
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| 111 | // weight with projected coordinate to reach similar kernel size for near and far
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[3025] | 112 | float2 texcoord = lightSpacePos + offsetTransformed * scale;
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[2944] | 113 |
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| 114 | float shadowDepth = tex2D(shadowMap, texcoord).x;
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| 115 |
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[3025] | 116 | total_d += w * step(depth, shadowDepth);
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| 117 | total_w += w;
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[2944] | 118 | }
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| 119 |
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[3025] | 120 | total_d /= (float)total_w;
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[2944] | 121 |
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| 122 | return total_d;
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| 123 | }
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| 124 |
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[3025] | 125 |
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[3009] | 126 | inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
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| 127 | {
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| 128 | float3 x1 = lerp(bl, tl, w.y);
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| 129 | float3 x2 = lerp(br, tr, w.y);
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[3095] | 130 | float3 v = lerp(x1, x2, w.x);
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[2944] | 131 |
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[3009] | 132 | return v;
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| 133 | }
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| 134 |
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| 135 |
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[2892] | 136 | pixel main_shadow(fragment IN,
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| 137 | uniform sampler2D colors,
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| 138 | uniform sampler2D positions,
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| 139 | uniform sampler2D normals,
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| 140 | uniform sampler2D shadowMap,
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[2893] | 141 | uniform float4x4 shadowMatrix,
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[2952] | 142 | uniform float sampleWidth,
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[3092] | 143 | uniform sampler2D noiseTex,
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[2966] | 144 | uniform float2 samples[NUM_PCF_TABS],
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[3024] | 145 | uniform float weights[NUM_PCF_TABS],
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[3009] | 146 | uniform float3 lightDir,
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| 147 | uniform float3 eyePos,
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| 148 | uniform float3 bl,
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| 149 | uniform float3 br,
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| 150 | uniform float3 tl,
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| 151 | uniform float3 tr
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[2944] | 152 | )
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[2928] | 153 | {
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| 154 | pixel OUT;
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[2944] | 155 |
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| 156 | float4 norm = tex2D(normals, IN.texCoord.xy);
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[2945] | 157 | const float3 normal = normalize(norm.xyz);
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[2944] | 158 |
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[3009] | 159 | float4 color = tex2Dlod(colors, float4(IN.texCoord, 0, 0));
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| 160 |
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| 161 | /// reconstruct position from the eye space depth
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| 162 | float3 viewDir = IN.view;
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[3018] | 163 | const float lenView = length(viewDir);
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| 164 | viewDir /= lenView;
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| 165 |
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[3009] | 166 | const float eyeDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
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| 167 |
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[3034] | 168 | const float4 worldPos = float4(eyePos - viewDir * eyeDepth, 1);
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[3009] | 169 |
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[2945] | 170 | // diffuse intensity
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| 171 | const float angle = saturate(dot(normal, lightDir));
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[2959] | 172 | const float4 lightDiffuse = glstate.light[0].diffuse;
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[3017] | 173 |
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[2954] | 174 | float4 diffuse = lightDiffuse * angle;
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| 175 |
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[3009] | 176 | // hack: prevent shadowing the sky
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| 177 | const bool useShading = (color.w < 1e19f);
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| 178 |
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[2945] | 179 | // calc diffuse illumination + shadow term
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[3009] | 180 | if (useShading &&
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| 181 | (angle > 1e-3f) // shadow only if diffuse color has some minimum intensity
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[2945] | 182 | )
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| 183 | {
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[3034] | 184 | float4 lightSpacePos = mul(shadowMatrix, worldPos);
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[2945] | 185 | lightSpacePos /= lightSpacePos.w;
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[2944] | 186 |
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[3092] | 187 | float shadowTerm = CalcShadowTerm(IN, shadowMap, sampleWidth, lightSpacePos.xy, lightSpacePos.z, samples, weights, noiseTex);
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[3136] | 188 |
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[2945] | 189 | diffuse *= shadowTerm;
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[2944] | 190 | }
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[2945] | 191 |
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[2974] | 192 | // light ambient term
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[2954] | 193 | const float4 ambient = glstate.light[0].ambient;
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[3009] | 194 | // compute shading
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| 195 | OUT.color = useShading ? (ambient + diffuse) * color : color;
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[3087] | 196 | // store scaled view vector from now on so wie don't have to normalize later (e.g., for ssao)
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[3137] | 197 | //OUT.color.w = color.w / lenView;
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[2991] | 198 |
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[2928] | 199 | return OUT;
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| 200 | }
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[2965] | 201 |
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[3081] | 202 | #if 0
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| 203 | /** This shader computes the reprojection and stores reprojected color / depth values
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| 204 | as well as a boolean that
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| 205 | */
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[3087] | 206 | pixel Reproject(fragment IN,
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| 207 | uniform sampler2D colors,
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| 208 | uniform sampler2D normals)
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[3081] | 209 | {
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| 210 | float4 norm = tex2Dlod(normals, float4(IN.texCoord, 0 ,0));
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| 211 | const float3 normal = normalize(norm.xyz);
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| 212 |
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| 213 | /// reconstruct position from the eye space depth
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| 214 | float3 viewDir = IN.view;
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| 215 | const float eyeDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
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| 216 | const float3 eyeSpacePos = -viewDir * eyeDepth;
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| 217 | const float4 worldPos = float4(eyePos + eyeSpacePos, 1.0f);
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| 218 |
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| 219 |
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| 220 | ////////////////
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| 221 | //-- calculcate the current projected posiion (also used for next frame)
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| 222 |
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| 223 | float4 currentPos = mul(modelViewProj, worldPos);
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| 224 |
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| 225 | const float w = SAMPLE_RADIUS / currentPos.w;
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| 226 | currentPos /= currentPos.w;
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| 227 |
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| 228 | const float precisionScale = 1e-3f;
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| 229 | const float currentDepth = currentPos.z * precisionScale;
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| 230 |
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[3104] | 231 | const float2 ao = ssao(IN, colors, noiseTex, samples, normal,
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[3092] | 232 | eyeSpacePos, w, bl, br, tl, tr, normalize(viewDir));
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[3081] | 233 |
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| 234 |
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| 235 | /////////////////
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| 236 | //-- compute temporally smoothing
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| 237 |
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| 238 |
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| 239 | // reproject new frame into old one
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| 240 |
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| 241 | // calculate projected depth
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| 242 | float4 projPos = mul(oldModelViewProj, worldPos);
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| 243 | projPos /= projPos.w;
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| 244 |
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| 245 | // the current depth projected into the old frame
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| 246 | const float projDepth = projPos.z * precisionScale;
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| 247 | // fit from unit cube into 0 .. 1
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| 248 | const float2 tex = projPos.xy * 0.5f + 0.5f;
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| 249 | // retrieve the sample from the last frame
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| 250 | float4 oldCol = tex2D(oldTex, tex);
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| 251 |
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| 252 | const float oldDepth = oldCol.z;
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| 253 | //const float depthDif = 1.0f - projDepth / oldDepth;
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| 254 | const float depthDif = projDepth - oldDepth;
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| 255 |
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| 256 | //const float oldNumSamples = oldCol.y;
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| 257 | const float oldWeight = clamp(oldCol.y, 0, temporalCoherence);
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| 258 |
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| 259 | float newWeight;
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| 260 |
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| 261 | // the number of valid samples in this frame
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| 262 | //const float newNumSamples = ao.y;
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| 263 |
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| 264 | if ((temporalCoherence > 0)
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| 265 | && (tex.x >= 0.0f) && (tex.x < 1.0f)
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| 266 | && (tex.y >= 0.0f) && (tex.y < 1.0f)
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| 267 | && (abs(depthDif) < MIN_DEPTH_DIFF)
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| 268 | && (abs(oldCol.x - ao.x) < 0.1f)
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| 269 | // if visibility changed in the surrounding area we have to recompute
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| 270 | //&& (oldNumSamples > 0.8f * newNumSamples)
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| 271 | )
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| 272 | {
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| 273 | // increase the weight for convergence
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| 274 | newWeight = oldWeight + 1.0f;
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| 275 | OUT.illum_col.x = (ao.x + oldCol.x * oldWeight) / newWeight;
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| 276 | //if (!(oldNumSamples > ao.y - 1.5f)) newWeight = 0;
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| 277 | }
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| 278 | else
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| 279 | {
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| 280 | OUT.illum_col.x = ao.x;
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| 281 | newWeight = .0f;
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| 282 | }
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| 283 |
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| 284 | OUT.illum_col.y = newWeight;
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| 285 | OUT.illum_col.z = currentDepth;
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| 286 |
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| 287 | return OUT;
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| 288 | }
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| 289 |
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[3134] | 290 | #endif
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| 291 |
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| 292 |
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| 293 | float4 Output(fragment IN, uniform sampler2D colors): COLOR
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| 294 | {
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| 295 | return tex2Dlod(colors, float4(IN.texCoord, 0, 0));
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| 296 | }
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[3137] | 297 |
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| 298 |
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| 299 | float4 ScaleDepth(fragment IN,
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| 300 | uniform sampler2D colors): COLOR
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| 301 | {
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| 302 | float4 color = tex2Dlod(colors, float4(IN.texCoord, 0, 0));
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| 303 | // store scaled view vector so wie don't have to normalize for e.g., ssao
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| 304 | color.w /= length(IN.view);
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| 305 |
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| 306 | return color;
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| 307 | }
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| 308 |
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| 309 |
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| 310 | float4 DownSample(fragment IN,
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| 311 | uniform sampler2D colors,
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| 312 | uniform float2 downSampleOffs[NUM_DOWNSAMPLES]): COLOR
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| 313 | {
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| 314 | // let bilinear filtering do its work
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| 315 | float4 color = tex2Dlod(colors, float4(IN.texCoord, 0, 0));
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| 316 | return color;
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| 317 | } |
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