1 | struct fragment
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2 | {
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3 | // normalized screen position
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4 | float4 pos: WPOS;
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5 | float4 texCoord: TEXCOORD0;
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6 | float3 view: COLOR0;
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7 | };
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8 |
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9 |
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10 | struct pixel
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11 | {
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12 | float4 color: COLOR0;
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13 | };
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14 |
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15 | #define NUM_SAMPLES 16
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16 |
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17 |
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18 | float2 myreflect(float2 pt, float2 n)
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19 | {
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20 | // distance to plane
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21 | float d = dot(n, pt);
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22 | // reflect around plane
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23 | float2 rpt = pt - d * 2.0f * n;
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24 |
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25 | return rpt;
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26 | }
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27 |
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28 |
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29 | /** function for standard deferred shading
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30 | */
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31 | float4 shade(fragment IN,
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32 | uniform float4 color,
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33 | uniform float4 position,
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34 | uniform float3 normal,
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35 | uniform float emmisive,
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36 | float3 lightDir)
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37 | {
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38 | /*
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39 | float4 lightDir2 = float4(-0.5f, 0.5f, 0.4f, 0.0f);
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40 | float3 light2 = normalize(lightDir2.xyz);
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41 | float diffuseLight2 = saturate(dot(normal, light2));
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42 | */
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43 | // diffuse intensity
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44 | const float angle = saturate(dot(normal, lightDir));
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45 |
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46 | float4 lightDiffuse = glstate.light[0].diffuse;
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47 | float4 diffuse = angle * lightDiffuse;
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48 |
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49 | // global ambient
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50 | const float4 ambient = glstate.light[0].ambient;
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51 |
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52 | //return (saturate(((ambient + diffuse))) * (1.0f - emmisive) + emmisive) * color;
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53 | return saturate((((ambient + diffuse)) * (1.0f - emmisive) + emmisive) * color);
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54 | }
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55 |
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56 |
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57 |
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58 | /** The mrt shader for standard rendering
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59 | */
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60 | pixel main(fragment IN,
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61 | uniform sampler2D colors,
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62 | uniform sampler2D positions,
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63 | uniform sampler2D normals,
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64 | uniform float3 lightDir
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65 | )
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66 | {
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67 | pixel OUT;
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68 |
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69 | float4 norm = tex2D(normals, IN.texCoord.xy);
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70 | float4 color = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
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71 | float4 position = tex2D(positions, IN.texCoord.xy);
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72 |
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73 | // an ambient color term
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74 | float amb = norm.w;
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75 |
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76 | float3 normal = normalize(norm.xyz);
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77 |
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78 | float4 col = shade(IN, color, position, normal, amb, lightDir);
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79 |
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80 | OUT.color = col;
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81 | OUT.color.w = color.w;
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82 |
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83 | return OUT;
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84 | }
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85 |
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86 |
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87 | float CalcShadowTerm(fragment IN,
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88 | uniform sampler2D shadowMap,
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89 | uniform float w,
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90 | uniform float2 lightSpacePos,
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91 | uniform float depth,
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92 | uniform float2 samples[NUM_SAMPLES],
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93 | uniform sampler2D noiseTexture
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94 | )
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95 | {
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96 | //float shadowDepth = tex2D(shadowMap, lightSpacePos).x;
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97 | //return step(depth, shadowDepth);
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98 |
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99 | float total_d = 0.0;
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100 |
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101 | for (int i = 0; i < NUM_SAMPLES; ++ i)
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102 | {
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103 | const float2 offset = samples[i];
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104 |
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105 | #if 1
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106 | ////////////////////
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107 | //-- add random noise: reflect around random normal vector (warning: slow!)
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108 |
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109 | float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy).xy;
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110 | const float2 offsetTransformed = myreflect(offset, mynoise);
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111 | #else
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112 | const float2 offsetTransformed = offset;
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113 | #endif
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114 | // weight with projected coordinate to reach similar kernel size for near and far
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115 | float2 texcoord = lightSpacePos + offsetTransformed * w;
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116 |
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117 | float shadowDepth = tex2D(shadowMap, texcoord).x;
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118 |
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119 | total_d += step(depth, shadowDepth);
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120 | }
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121 |
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122 | total_d /= (float)NUM_SAMPLES;
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123 |
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124 | return total_d;
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125 | }
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126 |
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127 |
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128 | pixel main_shadow(fragment IN,
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129 | uniform sampler2D colors,
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130 | uniform sampler2D positions,
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131 | uniform sampler2D normals,
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132 | uniform sampler2D shadowMap,
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133 | uniform float4x4 shadowMatrix,
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134 | uniform float maxDepth,
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135 | uniform float sampleWidth,
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136 | uniform sampler2D noiseTexture,
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137 | uniform float2 samples[NUM_SAMPLES],
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138 | uniform float3 lightDir
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139 | )
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140 | {
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141 | pixel OUT;
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142 |
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143 | float4 norm = tex2D(normals, IN.texCoord.xy);
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144 | float4 color = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
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145 | float4 position = tex2D(positions, IN.texCoord.xy);
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146 |
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147 | const float3 normal = normalize(norm.xyz);
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148 |
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149 | // hack: an emmisive color term
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150 | float emmisive = norm.w;
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151 |
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152 | // diffuse intensity
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153 | const float angle = saturate(dot(normal, lightDir));
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154 | //float4 lightDiffuse = float4(1.0f, 1.0f, 0.9f, 1.0f);
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155 | const float4 lightDiffuse = glstate.light[0].diffuse;
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156 | //float4(1.0f, 1.0f, 0.9f, 1.0f);
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157 |
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158 | float4 diffuse = lightDiffuse * angle;
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159 |
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160 | // calc diffuse illumination + shadow term
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161 | if ((emmisive < 0.95f) // hack: prevent shadowing the sky
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162 | && (angle > 1e-3f) // shadow only if diffuse color has some minimum intensity
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163 | )
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164 | {
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165 | position *= maxDepth;
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166 | position.w = 1.0f;
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167 |
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168 | float4 lightSpacePos = mul(shadowMatrix, position);
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169 | lightSpacePos /= lightSpacePos.w;
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170 |
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171 | float shadowTerm = CalcShadowTerm(IN, shadowMap, sampleWidth, lightSpacePos.xy, lightSpacePos.z, samples, noiseTexture);
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172 |
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173 | diffuse *= shadowTerm;
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174 | }
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175 |
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176 | // global ambient
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177 | //const float4 ambient = 0.25f;
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178 | const float4 ambient = glstate.light[0].ambient;
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179 |
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180 | // base lighting
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181 | OUT.color = (emmisive < 0.95) ? (ambient + diffuse) * color : color;
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182 |
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183 | // also write out depth component
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184 | OUT.color.w = color.w;
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185 |
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186 | return OUT;
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187 | }
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