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GLSL

#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