| 1 | /* This file implements standard programs for depth shadow mapping. | 
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| 2 | These particular ones are suitable for additive lighting models, and | 
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| 3 | include 3 techniques to reduce depth fighting on self-shadowed surfaces, | 
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| 4 | constant bias, gradient (slope-scale) bias, and a fuzzy shadow map comparison*/ | 
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| 5 |  | 
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| 6 |  | 
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| 7 | // Shadow caster vertex program. | 
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| 8 | void casterVP( | 
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| 9 | float4 position                 : POSITION, | 
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| 10 | out float4 outPos               : POSITION, | 
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| 11 | out float2 outDepth             : TEXCOORD0, | 
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| 12 |  | 
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| 13 | uniform float4x4 worldViewProj, | 
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| 14 | uniform float4 texelOffsets, | 
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| 15 | uniform float4 depthRange | 
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| 16 | ) | 
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| 17 | { | 
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| 18 | outPos = mul(worldViewProj, position); | 
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| 19 |  | 
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| 20 | // fix pixel / texel alignment | 
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| 21 | outPos.xy += texelOffsets.zw * outPos.w; | 
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| 22 | // linear depth storage | 
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| 23 | // offset / scale range output | 
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| 24 | #if LINEAR_RANGE | 
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| 25 | outDepth.x = (outPos.z - depthRange.x) * depthRange.w; | 
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| 26 | #else | 
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| 27 | outDepth.x = outPos.z; | 
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| 28 | #endif | 
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| 29 | outDepth.y = outPos.w; | 
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| 30 | } | 
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| 31 |  | 
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| 32 |  | 
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| 33 | // Shadow caster fragment program for high-precision single-channel textures | 
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| 34 | void casterFP( | 
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| 35 | float2 depth                    : TEXCOORD0, | 
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| 36 | out float4 result               : COLOR) | 
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| 37 |  | 
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| 38 | { | 
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| 39 | #if LINEAR_RANGE | 
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| 40 | float finalDepth = depth.x; | 
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| 41 | #else | 
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| 42 | float finalDepth = depth.x / depth.y; | 
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| 43 | #endif | 
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| 44 | // just smear across all components | 
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| 45 | // therefore this one needs high individual channel precision | 
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| 46 | result = float4(finalDepth, finalDepth, finalDepth, 1); | 
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| 47 | } | 
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| 48 |  | 
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| 49 |  | 
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| 50 |  | 
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| 51 | void receiverVP( | 
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| 52 | float4 position         : POSITION, | 
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| 53 | float4 normal           : NORMAL, | 
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| 54 |  | 
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| 55 | out float4 outPos                       : POSITION, | 
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| 56 | out float4 outColour            : COLOR, | 
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| 57 | out float4 outShadowUV          : TEXCOORD0, | 
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| 58 |  | 
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| 59 | uniform float4x4 world, | 
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| 60 | uniform float4x4 worldIT, | 
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| 61 | uniform float4x4 worldViewProj, | 
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| 62 | uniform float4x4 texViewProj, | 
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| 63 | uniform float4 lightPosition, | 
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| 64 | uniform float4 lightColour, | 
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| 65 | uniform float4 shadowDepthRange | 
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| 66 | ) | 
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| 67 | { | 
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| 68 | float4 worldPos = mul(world, position); | 
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| 69 | outPos = mul(worldViewProj, position); | 
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| 70 |  | 
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| 71 | float3 worldNorm = mul(worldIT, normal).xyz; | 
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| 72 |  | 
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| 73 | // calculate lighting (simple vertex lighting) | 
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| 74 | float3 lightDir = normalize( | 
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| 75 | lightPosition.xyz -  (worldPos.xyz * lightPosition.w)); | 
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| 76 |  | 
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| 77 | outColour = lightColour * max(dot(lightDir, worldNorm), 0.0); | 
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| 78 |  | 
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| 79 | // calculate shadow map coords | 
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| 80 | outShadowUV = mul(texViewProj, worldPos); | 
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| 81 | #if LINEAR_RANGE | 
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| 82 | // adjust by fixed depth bias, rescale into range | 
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| 83 | outShadowUV.z = (outShadowUV.z - shadowDepthRange.x) * shadowDepthRange.w; | 
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| 84 | #endif | 
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| 85 |  | 
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| 86 |  | 
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| 87 |  | 
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| 88 |  | 
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| 89 | } | 
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| 90 |  | 
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| 91 | void receiverFP( | 
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| 92 | float4 position                 : POSITION, | 
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| 93 | float4 shadowUV                 : TEXCOORD0, | 
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| 94 | float4 vertexColour             : COLOR, | 
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| 95 |  | 
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| 96 | uniform sampler2D shadowMap : register(s0), | 
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| 97 | uniform float inverseShadowmapSize, | 
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| 98 | uniform float fixedDepthBias, | 
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| 99 | uniform float gradientClamp, | 
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| 100 | uniform float gradientScaleBias, | 
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| 101 | uniform float shadowFuzzyWidth, | 
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| 102 |  | 
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| 103 | out float4 result               : COLOR) | 
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| 104 | { | 
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| 105 | // point on shadowmap | 
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| 106 | #if LINEAR_RANGE | 
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| 107 | shadowUV.xy = shadowUV.xy / shadowUV.w; | 
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| 108 | #else | 
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| 109 | shadowUV = shadowUV / shadowUV.w; | 
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| 110 | #endif | 
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| 111 | float centerdepth = tex2D(shadowMap, shadowUV.xy).x; | 
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| 112 |  | 
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| 113 | // gradient calculation | 
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| 114 | float pixeloffset = inverseShadowmapSize; | 
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| 115 | float4 depths = float4( | 
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| 116 | tex2D(shadowMap, shadowUV.xy + float2(-pixeloffset, 0)).x, | 
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| 117 | tex2D(shadowMap, shadowUV.xy + float2(+pixeloffset, 0)).x, | 
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| 118 | tex2D(shadowMap, shadowUV.xy + float2(0, -pixeloffset)).x, | 
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| 119 | tex2D(shadowMap, shadowUV.xy + float2(0, +pixeloffset)).x); | 
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| 120 |  | 
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| 121 | float2 differences = abs( depths.yw - depths.xz ); | 
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| 122 | float gradient = min(gradientClamp, max(differences.x, differences.y)); | 
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| 123 | float gradientFactor = gradient * gradientScaleBias; | 
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| 124 |  | 
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| 125 | // visibility function | 
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| 126 | float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); | 
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| 127 | float finalCenterDepth = centerdepth + depthAdjust; | 
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| 128 |  | 
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| 129 | // shadowUV.z contains lightspace position of current object | 
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| 130 |  | 
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| 131 | #if FUZZY_TEST | 
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| 132 | // fuzzy test - introduces some ghosting in result and doesn't appear to be needed? | 
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| 133 | //float visibility = saturate(1 + delta_z / (gradient * shadowFuzzyWidth)); | 
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| 134 | float visibility = saturate(1 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w); | 
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| 135 |  | 
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| 136 | result = vertexColour * visibility; | 
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| 137 | #else | 
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| 138 | // hard test | 
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| 139 | #if PCF | 
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| 140 | // use depths from prev, calculate diff | 
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| 141 | depths += depthAdjust.xxxx; | 
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| 142 | float final = (finalCenterDepth > shadowUV.z) ? 1.0f : 0.0f; | 
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| 143 | final += (depths.x > shadowUV.z) ? 1.0f : 0.0f; | 
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| 144 | final += (depths.y > shadowUV.z) ? 1.0f : 0.0f; | 
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| 145 | final += (depths.z > shadowUV.z) ? 1.0f : 0.0f; | 
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| 146 | final += (depths.w > shadowUV.z) ? 1.0f : 0.0f; | 
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| 147 |  | 
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| 148 | final *= 0.2f; | 
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| 149 |  | 
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| 150 | result = float4(vertexColour.xyz * final, 1); | 
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| 151 |  | 
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| 152 | #else | 
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| 153 | result = (finalCenterDepth > shadowUV.z) ? vertexColour : float4(0,0,0,1); | 
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| 154 | #endif | 
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| 155 |  | 
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| 156 | #endif | 
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| 157 |  | 
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| 158 |  | 
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| 159 |  | 
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| 160 | } | 
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| 161 |  | 
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| 162 |  | 
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| 163 |  | 
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| 164 |  | 
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| 165 | // Expand a range-compressed vector | 
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| 166 | float3 expand(float3 v) | 
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| 167 | { | 
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| 168 | return (v - 0.5) * 2; | 
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| 169 | } | 
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| 170 |  | 
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| 171 |  | 
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| 172 | /* Normal mapping plus depth shadowmapping receiver programs | 
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| 173 | */ | 
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| 174 | void normalMapShadowReceiverVp(float4 position  : POSITION, | 
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| 175 | float3 normal          : NORMAL, | 
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| 176 | float2 uv                      : TEXCOORD0, | 
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| 177 | float3 tangent     : TANGENT0, | 
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| 178 |  | 
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| 179 | // outputs | 
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| 180 | out float4 outPos       : POSITION, | 
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| 181 | out float4 outShadowUV  : TEXCOORD0, | 
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| 182 | out float2 oUv                  : TEXCOORD1, | 
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| 183 | out float3 oTSLightDir  : TEXCOORD2, | 
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| 184 | // parameters | 
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| 185 | uniform float4 lightPosition, // object space | 
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| 186 | uniform float4x4 world, | 
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| 187 | uniform float4x4 worldViewProj, | 
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| 188 | uniform float4x4 texViewProj) | 
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| 189 | { | 
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| 190 | float4 worldPos = mul(world, position); | 
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| 191 | outPos = mul(worldViewProj, position); | 
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| 192 |  | 
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| 193 | // calculate shadow map coords | 
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| 194 | outShadowUV = mul(texViewProj, worldPos); | 
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| 195 | #if LINEAR_RANGE | 
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| 196 | // adjust by fixed depth bias, rescale into range | 
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| 197 | outShadowUV.z = (outShadowUV.z - shadowDepthRange.x) * shadowDepthRange.w; | 
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| 198 | #endif | 
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| 199 |  | 
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| 200 | // pass the main uvs straight through unchanged | 
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| 201 | oUv = uv; | 
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| 202 |  | 
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| 203 | // calculate tangent space light vector | 
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| 204 | // Get object space light direction | 
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| 205 | // Non-normalised since we'll do that in the fragment program anyway | 
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| 206 | float3 lightDir = lightPosition.xyz -  (position * lightPosition.w); | 
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| 207 |  | 
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| 208 | // Calculate the binormal (NB we assume both normal and tangent are | 
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| 209 | // already normalised) | 
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| 210 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect | 
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| 211 | // this equates to NxT, not TxN | 
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| 212 | float3 binormal = cross(tangent, normal); | 
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| 213 |  | 
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| 214 | // Form a rotation matrix out of the vectors | 
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| 215 | float3x3 rotation = float3x3(tangent, binormal, normal); | 
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| 216 |  | 
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| 217 | // Transform the light vector according to this matrix | 
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| 218 | oTSLightDir = mul(rotation, lightDir); | 
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| 219 |  | 
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| 220 |  | 
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| 221 | } | 
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| 222 |  | 
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| 223 |  | 
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| 224 | void normalMapShadowReceiverFp( | 
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| 225 | float4 shadowUV       : TEXCOORD0, | 
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| 226 | float2 uv                     : TEXCOORD1, | 
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| 227 | float3 TSlightDir : TEXCOORD2, | 
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| 228 |  | 
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| 229 | out float4 result     : COLOR, | 
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| 230 |  | 
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| 231 | uniform float4 lightColour, | 
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| 232 | uniform float inverseShadowmapSize, | 
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| 233 | uniform float fixedDepthBias, | 
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| 234 | uniform float gradientClamp, | 
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| 235 | uniform float gradientScaleBias, | 
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| 236 | uniform float shadowFuzzyWidth, | 
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| 237 |  | 
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| 238 | uniform sampler2D   shadowMap : register(s0), | 
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| 239 | uniform sampler2D   normalMap : register(s1), | 
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| 240 | uniform samplerCUBE normalCubeMap : register(s2)) | 
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| 241 | { | 
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| 242 |  | 
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| 243 | // retrieve normalised light vector, expand from range-compressed | 
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| 244 | float3 lightVec = expand(texCUBE(normalCubeMap, TSlightDir).xyz); | 
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| 245 |  | 
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| 246 | // get bump map vector, again expand from range-compressed | 
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| 247 | float3 bumpVec = expand(tex2D(normalMap, uv).xyz); | 
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| 248 |  | 
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| 249 | // Calculate dot product | 
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| 250 | float4 vertexColour = lightColour * dot(bumpVec, lightVec); | 
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| 251 |  | 
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| 252 |  | 
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| 253 | // point on shadowmap | 
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| 254 | #if LINEAR_RANGE | 
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| 255 | shadowUV.xy = shadowUV.xy / shadowUV.w; | 
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| 256 | #else | 
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| 257 | shadowUV = shadowUV / shadowUV.w; | 
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| 258 | #endif | 
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| 259 | float centerdepth = tex2D(shadowMap, shadowUV.xy).x; | 
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| 260 |  | 
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| 261 | // gradient calculation | 
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| 262 | float pixeloffset = inverseShadowmapSize; | 
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| 263 | float4 depths = float4( | 
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| 264 | tex2D(shadowMap, shadowUV.xy + float2(-pixeloffset, 0)).x, | 
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| 265 | tex2D(shadowMap, shadowUV.xy + float2(+pixeloffset, 0)).x, | 
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| 266 | tex2D(shadowMap, shadowUV.xy + float2(0, -pixeloffset)).x, | 
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| 267 | tex2D(shadowMap, shadowUV.xy + float2(0, +pixeloffset)).x); | 
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| 268 |  | 
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| 269 | float2 differences = abs( depths.yw - depths.xz ); | 
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| 270 | float gradient = min(gradientClamp, max(differences.x, differences.y)); | 
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| 271 | float gradientFactor = gradient * gradientScaleBias; | 
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| 272 |  | 
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| 273 | // visibility function | 
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| 274 | float depthAdjust = gradientFactor + (fixedDepthBias * centerdepth); | 
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| 275 | float finalCenterDepth = centerdepth + depthAdjust; | 
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| 276 |  | 
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| 277 | // shadowUV.z contains lightspace position of current object | 
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| 278 |  | 
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| 279 | #if FUZZY_TEST | 
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| 280 | // fuzzy test - introduces some ghosting in result and doesn't appear to be needed? | 
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| 281 | //float visibility = saturate(1 + delta_z / (gradient * shadowFuzzyWidth)); | 
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| 282 | float visibility = saturate(1 + (finalCenterDepth - shadowUV.z) * shadowFuzzyWidth * shadowUV.w); | 
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| 283 |  | 
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| 284 | result = vertexColour * visibility; | 
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| 285 | #else | 
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| 286 | // hard test | 
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| 287 | #if PCF | 
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| 288 | // use depths from prev, calculate diff | 
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| 289 | depths += depthAdjust.xxxx; | 
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| 290 | float final = (finalCenterDepth > shadowUV.z) ? 1.0f : 0.0f; | 
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| 291 | final += (depths.x > shadowUV.z) ? 1.0f : 0.0f; | 
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| 292 | final += (depths.y > shadowUV.z) ? 1.0f : 0.0f; | 
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| 293 | final += (depths.z > shadowUV.z) ? 1.0f : 0.0f; | 
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| 294 | final += (depths.w > shadowUV.z) ? 1.0f : 0.0f; | 
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| 295 |  | 
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| 296 | final *= 0.2f; | 
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| 297 |  | 
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| 298 | result = float4(vertexColour.xyz * final, 1); | 
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| 299 |  | 
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| 300 | #else | 
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| 301 | result = (finalCenterDepth > shadowUV.z) ? vertexColour : float4(0,0,0,1); | 
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| 302 | #endif | 
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| 303 |  | 
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| 304 | #endif | 
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| 305 |  | 
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| 306 |  | 
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| 307 |  | 
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| 308 | } | 
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| 309 |  | 
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