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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl78
1 files changed, 16 insertions, 62 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 1e29aed739d..1c124c06744 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -11,8 +11,7 @@ uniform vec3 shCoefs[9];
#ifndef USE_LTC
uniform sampler2D brdfLut;
#endif
-uniform sampler2DArrayShadow shadowCubes;
-uniform sampler2DArrayShadow shadowMaps;
+uniform sampler2DArray shadowCubes;
uniform sampler2DArrayShadow shadowCascades;
layout(std140) uniform light_block {
@@ -130,75 +129,30 @@ float light_visibility(LightData ld, ShadingData sd)
vis *= texture(shadowCascades, vec4(shpos.xy, shid * float(MAX_CASCADE_NUM) + cascade, shpos.z));
}
- else if (ld.l_shadowid >= MAX_SHADOW_CUBE) {
- /* Shadow Map */
- float shid = ld.l_shadowid - MAX_SHADOW_CUBE;
- ShadowMapData smd = shadows_map_data[int(shid)];
- vec4 shpos = smd.shadowmat * vec4(sd.W, 1.0);
- shpos.z -= smd.sh_map_bias * shpos.w;
- shpos.xyz /= shpos.w;
-
- if (shpos.w > 0.0 && min(shpos.x, shpos.y) > 0.0 && max(shpos.x, shpos.y) < 1.0) {
- vis *= texture(shadowMaps, vec4(shpos.xy, shid, shpos.z));
- }
- }
else {
/* Shadow Cube */
float shid = ld.l_shadowid;
ShadowCubeData scd = shadows_cube_data[int(shid)];
- float face;
- vec2 uvs;
- vec3 Linv = sd.L;
- vec3 Labs = abs(Linv);
- vec3 maj_axis;
-
- if (max(Labs.y, Labs.z) < Labs.x) {
- if (Linv.x > 0.0) {
- face = 1.0;
- uvs = vec2(1.0, -1.0) * Linv.zy / -Linv.x;
- maj_axis = vec3(1.0, 0.0, 0.0);
- }
- else {
- face = 0.0;
- uvs = -Linv.zy / Linv.x;
- maj_axis = vec3(-1.0, 0.0, 0.0);
- }
- }
- else if (max(Labs.x, Labs.z) < Labs.y) {
- if (Linv.y > 0.0) {
- face = 2.0;
- uvs = vec2(-1.0, 1.0) * Linv.xz / Linv.y;
- maj_axis = vec3(0.0, 1.0, 0.0);
- }
- else {
- face = 3.0;
- uvs = -Linv.xz / -Linv.y;
- maj_axis = vec3(0.0, -1.0, 0.0);
- }
- }
- else {
- if (Linv.z > 0.0) {
- face = 5.0;
- uvs = Linv.xy / Linv.z;
- maj_axis = vec3(0.0, 0.0, 1.0);
- }
- else {
- face = 4.0;
- uvs = vec2(-1.0, 1.0) * Linv.xy / -Linv.z;
- maj_axis = vec3(0.0, 0.0, -1.0);
- }
+ vec3 cubevec = sd.W - ld.l_position;
+ float dist = length(cubevec);
+
+ /* projection onto octahedron */
+ cubevec /= dot( vec3(1), abs(cubevec) );
+
+ /* out-folding of the downward faces */
+ if ( cubevec.z < 0.0 ) {
+ cubevec.xy = (1.0 - abs(cubevec.yx)) * sign(cubevec.xy);
}
+ vec2 texelSize = vec2(1.0 / 512.0);
- uvs = uvs * 0.5 + 0.5;
+ /* mapping to [0;1]ˆ2 texture space */
+ vec2 uvs = cubevec.xy * (0.5) + 0.5;
+ uvs = uvs * (1.0 - 2.0 * texelSize) + 1.0 * texelSize; /* edge filtering fix */
- /* Depth in lightspace to compare against shadow map */
- float w = dot(maj_axis, sd.l_vector);
- w -= scd.sh_map_bias * w;
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
- float shdepth = buffer_depth(is_persp, w, scd.sh_cube_far, scd.sh_cube_near);
+ float sh_test = step(0, texture(shadowCubes, vec3(uvs, shid)).r - dist);
- vis *= texture(shadowCubes, vec4(uvs, shid * 6.0 + face, shdepth));
+ vis *= sh_test;
}
return vis;