#line 2 /* * Copyright (c) 2025 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ precision lowp int; precision highp float; precision highp sampler2D; in vec2 v_position2f; layout(location = 0) out float output1f; uniform mat4 u_inverseViewMatrix4f; uniform mat4 u_inverseViewProjMatrix4f; uniform sampler2D u_gbufferNormalTexture; uniform sampler2D u_gbufferDepthTexture; uniform sampler2D u_gbufferMaterialTexture; uniform sampler2D u_sunShadowDepthTexture; #ifdef COMPILE_SUN_SHADOW_LOD0 uniform mat4 u_sunShadowMatrixLOD04f; #define SUN_SHADOW_MAP_FRAC 1.0 #endif #ifdef COMPILE_SUN_SHADOW_LOD1 uniform mat4 u_sunShadowMatrixLOD04f; uniform mat4 u_sunShadowMatrixLOD14f; #define SUN_SHADOW_MAP_FRAC 0.5 #endif #ifdef COMPILE_SUN_SHADOW_LOD2 uniform mat4 u_sunShadowMatrixLOD04f; uniform mat4 u_sunShadowMatrixLOD14f; uniform mat4 u_sunShadowMatrixLOD24f; #define SUN_SHADOW_MAP_FRAC 0.3333333 #endif #EAGLER INCLUDE (4) "eagler:glsl/deferred/lib/branchless_comparison.glsl" const vec2 POISSON_DISK[4] = vec2[]( vec2(0.998, -0.0438), vec2(-0.345, -0.933), vec2(-0.996, 0.046), vec2(0.230, 0.960)); #define SMOOTH_SHADOW_SAMPLES (1.0 / 5.0) #define SMOOTH_SHADOW_RADIUS 0.000488 #define SCATTER_POISSON_SAMPLE(idx, tex, lod, vec3Pos, accum, tmpVec2)\ tmpVec2 = vec3Pos.xy + POISSON_DISK[idx] * SMOOTH_SHADOW_RADIUS;\ tmpVec2 = clamp(tmpVec2, vec2(0.001), vec2(0.999));\ tmpVec2.y += lod;\ tmpVec2.y *= SUN_SHADOW_MAP_FRAC;\ accum += scatterSampleInterpolated(tex, vec3(tmpVec2, vec3Pos.z)); #define SUN_SHADOW_DEPTH_SIZE_2F vec2(SUN_SHADOW_DEPTH_SIZE_2F_X, SUN_SHADOW_DEPTH_SIZE_2F_Y) #define SUN_SHADOW_DEPTH_SIZE_2F_INV vec2((1.0 / SUN_SHADOW_DEPTH_SIZE_2F_X), (1.0 / SUN_SHADOW_DEPTH_SIZE_2F_Y)) uniform vec3 u_sunDirection3f; #define SCATTER_SAMPLE(tex, vec2Pos, comp) max(textureLod(tex, (vec2Pos), 0.0).r - comp, 0.0) float scatterSampleInterpolated(in sampler2D texIn, in vec3 vec3Pos) { vec2 icoord2f = vec3Pos.xy * SUN_SHADOW_DEPTH_SIZE_2F; vec2 floor2fTmp = floor(icoord2f); vec2 ceil2fTmp = ceil(icoord2f); vec2 ret1 = vec2( // top two samples SCATTER_SAMPLE(texIn, (floor2fTmp + 0.5) * SUN_SHADOW_DEPTH_SIZE_2F_INV, vec3Pos.z), SCATTER_SAMPLE(texIn, (vec2(ceil2fTmp.x, floor2fTmp.y) + 0.5) * SUN_SHADOW_DEPTH_SIZE_2F_INV, vec3Pos.z) ); vec2 ret2 = vec2( // bottom two samples SCATTER_SAMPLE(texIn, (vec2(floor2fTmp.x, ceil2fTmp.y) + 0.5) * SUN_SHADOW_DEPTH_SIZE_2F_INV, vec3Pos.z), SCATTER_SAMPLE(texIn, (ceil2fTmp + 0.5) * SUN_SHADOW_DEPTH_SIZE_2F_INV, vec3Pos.z) ); vec2 factors = icoord2f - floor2fTmp; vec2 cunt = vec2(1.0 - factors.x, factors.x); ret1 = ret1 * cunt * (1.0 - factors.y) + ret2 * cunt * factors.y; return (ret1.x + ret1.y) * 0.25; } void main() { output1f = 0.0; float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r; if(depth == 0.0) { return; } float material1f = textureLod(u_gbufferMaterialTexture, v_position2f, 0.0).a; material1f = 2.0 * material1f - COMPARE_GT_0_1(material1f, 0.5); if(material1f < 0.05) { return; } vec4 normalVector4f = textureLod(u_gbufferNormalTexture, v_position2f, 0.0); if(normalVector4f.a < 0.5) { return; } normalVector4f.xyz *= 2.0; normalVector4f.xyz -= 1.0; vec3 worldSpaceNormal = normalize(mat3(u_inverseViewMatrix4f) * normalVector4f.xyz); vec4 worldSpacePosition = vec4(v_position2f, depth, 1.0); worldSpacePosition.xyz *= 2.0; worldSpacePosition.xyz -= 1.0; worldSpacePosition = u_inverseViewProjMatrix4f * worldSpacePosition; worldSpacePosition.xyz /= worldSpacePosition.w; worldSpacePosition.xyz += worldSpaceNormal * 0.05; worldSpacePosition.w = 1.0; float shadowSample; vec2 tmpVec2; vec4 shadowSpacePosition; for(;;) { shadowSpacePosition = u_sunShadowMatrixLOD04f * worldSpacePosition; if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) { shadowSample = scatterSampleInterpolated(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy * vec2(1.0, SUN_SHADOW_MAP_FRAC), shadowSpacePosition.z)); SCATTER_POISSON_SAMPLE(0, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2) SCATTER_POISSON_SAMPLE(1, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2) SCATTER_POISSON_SAMPLE(2, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2) SCATTER_POISSON_SAMPLE(3, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2) shadowSample *= SMOOTH_SHADOW_SAMPLES; break; } #if defined(COMPILE_SUN_SHADOW_LOD1) || defined(COMPILE_SUN_SHADOW_LOD2) shadowSpacePosition = u_sunShadowMatrixLOD14f * worldSpacePosition; if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) { shadowSpacePosition.y += 1.0; shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC; shadowSample = scatterSampleInterpolated(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015)); break; } #endif #ifdef COMPILE_SUN_SHADOW_LOD2 shadowSpacePosition = u_sunShadowMatrixLOD24f * worldSpacePosition; if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) { shadowSpacePosition.y += 2.0; shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC; shadowSample = scatterSampleInterpolated(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy, shadowSpacePosition.z + 0.00015)); break; } #endif output1f = normalVector4f.a * min(material1f, 0.5); return; } material1f = (1.0 - material1f) * 512.0; output1f = max(1.0 - shadowSample * material1f, 0.0); }