diff options
author | Oz Linden <oz@lindenlab.com> | 2020-06-15 15:29:04 -0400 |
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committer | Oz Linden <oz@lindenlab.com> | 2020-06-15 15:29:04 -0400 |
commit | 86009f885efc796850d3e5b612c896a9d737fb86 (patch) | |
tree | 404923800dbc6d09ea72b10de0c7f4bb103d1e62 /indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl | |
parent | 17598f936bb6b099f21fc32aa80b68258cdfd0b9 (diff) | |
parent | 1702a65665879d0c68df4c6b4fdb60f815ab7abb (diff) |
SL-10297: merge up to master at 6.4.3
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl | 157 |
1 files changed, 157 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl new file mode 100644 index 0000000000..2f69a353e8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl @@ -0,0 +1,157 @@ +/** + * @file class3/deferred/shadowUtil.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform sampler2D shadowMap0; +uniform sampler2D shadowMap1; +uniform sampler2D shadowMap2; +uniform sampler2D shadowMap3; +uniform sampler2D shadowMap4; +uniform sampler2D shadowMap5; + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform vec2 shadow_res; +uniform vec2 proj_shadow_res; +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float shadow_bias; + +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + +float getDepth(vec2 screenpos); +vec3 getNorm(vec2 screenpos); +vec4 getPosition(vec2 pos_screen); + +float ReduceLightBleeding(float p_max, float Amount) +{ + return smoothstep(Amount, 1, p_max); +} + +float ChebyshevUpperBound(vec2 m, float t, float min_v, float Amount) +{ + float p = (t <= m.x) ? 1.0 : 0.0; + + float v = m.y - (m.x*m.x); + v = max(v, min_v); + + float d = t - m.x; + + float p_max = v / (v + d*d); + + p_max = ReduceLightBleeding(p_max, Amount); + + return max(p, p_max); +} + +vec4 computeMoments(float depth, float a) +{ + float m1 = depth; + float dx = dFdx(depth); + float dy = dFdy(depth); + float m2 = m1*m1 + 0.25 * a * (dx*dx + dy*dy); + return vec4(m1, m2, a, max(dx, dy)); +} + +float vsmDirectionalSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix) +{ + vec4 lpos = shadowMatrix * stc; + vec4 moments = texture2D(shadowMap, lpos.xy); + return ChebyshevUpperBound(moments.rg, depth - shadow_bias * 256.0f, 0.125, 0.9); +} + +float vsmSpotSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix) +{ + vec4 lpos = shadowMatrix * stc; + vec4 moments = texture2D(shadowMap, lpos.xy); + lpos.xyz /= lpos.w; + lpos.xy *= 0.5; + lpos.xy += 0.5; + return ChebyshevUpperBound(moments.rg, depth - spot_shadow_bias * 16.0f, 0.125, 0.9); +} + +#if VSM_POINT_SHADOWS +float vsmPointSample(float lightDistance, vec3 lightDirection, samplerCube shadow_cube_map) +{ + vec4 moments = textureCube(shadow_cube_map, light_direction); + return ChebyshevUpperBound(moments.rg, light_distance, 0.01, 0.25); +} +#endif + +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) +{ + if (pos.z < -shadow_clip.w) + { + discard; + } + + float depth = getDepth(pos_screen); + + vec4 spos = vec4(pos,1.0); + vec4 near_split = shadow_clip*-0.75; + vec4 far_split = shadow_clip*-1.25; + + float shadow = 0.0f; + float weight = 1.0; + + if (spos.z < near_split.z) + { + shadow += vsmDirectionalSample(spos, depth, shadowMap3, shadow_matrix[3]); + weight += 1.0f; + } + if (spos.z < near_split.y) + { + shadow += vsmDirectionalSample(spos, depth, shadowMap2, shadow_matrix[2]); + weight += 1.0f; + } + if (spos.z < near_split.x) + { + shadow += vsmDirectionalSample(spos, depth, shadowMap1, shadow_matrix[1]); + weight += 1.0f; + } + if (spos.z > far_split.x) + { + shadow += vsmDirectionalSample(spos, depth, shadowMap0, shadow_matrix[0]); + weight += 1.0f; + } + + shadow /= weight; + + return shadow; +} + +float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) +{ + if (pos.z < -shadow_clip.w) + { + discard; + } + + float depth = getDepth(pos_screen); + + pos += norm * spot_shadow_offset; + return vsmSpotSample(vec4(pos, 1.0), depth, (index == 0) ? shadowMap4 : shadowMap5, shadow_matrix[4 + index]); +} + |