#ifndef SHADOWS_GLSL #define SHADOWS_GLSL // expects bindless.glsl and lights.glsl to be included before this file // Returns how much of a 3x3 area around uv is lit, every tap stays inside [minUV, maxUV] float sampleShadowPCF(uint shadowMapID, vec2 uv, float depth, vec2 minUV, vec2 maxUV) { vec2 texelSize = 1.0 / vec2(textureSize(sampler2DShadow(textures[shadowMapID], samplers[SHADOW_SAMPLER_ID]), 0)); float shadowed = 0.0; for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { vec2 sampleUV = clamp(uv + vec2(x, y) * texelSize, minUV, maxUV); shadowed += sampleTexture2DShadow(shadowMapID, vec3(sampleUV, depth)); } } // the shadow sampler compares with GREATER_OR_EQUAL (it was set up for reversed Z), // with regular depth that returns 1 when the fragment is behind the occluder return 1.0 - shadowed / 9.0; } bool isOutsideShadowMap(vec2 uv, float depth) { return any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0))) || depth > 1.0; } // Returns 1.0 when fully lit, 0.0 when fully in shadow float calculateDirectionalShadow(vec3 fragPos, vec3 n, mat4 lightViewProj, uint shadowMapID, float normalOffset) { // pushing the sample point along the normal hides most of the shadow acne vec4 lightClip = lightViewProj * vec4(fragPos + n * normalOffset, 1.0); vec3 lightNDC = lightClip.xyz / lightClip.w; vec2 uv = lightNDC.xy * 0.5 + 0.5; if (isOutsideShadowMap(uv, lightNDC.z)) { return 1.0; } return sampleShadowPCF(shadowMapID, uv, lightNDC.z, vec2(0.0), vec2(1.0)); } float calculateSpotShadow(vec3 fragPos, vec3 n, vec3 lightPos, SpotShadow spotShadow, uint shadowIndex, uint atlasID, uint tilesPerRow) { float normalOffset = distance(fragPos, lightPos) * spotShadow.normalOffsetPerMeter; vec4 lightClip = spotShadow.lightViewProj * vec4(fragPos + n * normalOffset, 1.0); if (lightClip.w <= 0.0) { return 1.0; } vec3 lightNDC = lightClip.xyz / lightClip.w; vec2 tileUV = lightNDC.xy * 0.5 + 0.5; if (isOutsideShadowMap(tileUV, lightNDC.z)) { return 1.0; } vec2 tile = vec2(shadowIndex % tilesPerRow, shadowIndex / tilesPerRow); float tileScale = 1.0 / float(tilesPerRow); vec2 atlasTexelSize = 1.0 / vec2(textureSize(sampler2DShadow(textures[atlasID], samplers[SHADOW_SAMPLER_ID]), 0)); vec2 atlasUV = (tile + tileUV) * tileScale; vec2 tileMinUV = tile * tileScale + atlasTexelSize; vec2 tileMaxUV = (tile + 1.0) * tileScale - atlasTexelSize; return sampleShadowPCF(atlasID, atlasUV, lightNDC.z, tileMinUV, tileMaxUV); } #endif // SHADOWS_GLSL