Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl113
1 files changed, 113 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
new file mode 100644
index 00000000000..6782922a2e4
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
@@ -0,0 +1,113 @@
+
+layout(std140) uniform shadow_render_block {
+ mat4 ShadowMatrix[6];
+ mat4 FaceViewMatrix[6];
+ vec4 lampPosition;
+ int layer;
+ float exponent;
+};
+
+uniform samplerCube shadowCube;
+
+out vec4 FragColor;
+
+vec3 octahedral_to_cubemap_proj(vec2 co)
+{
+ co = co * 2.0 - 1.0;
+
+ vec2 abs_co = abs(co);
+ vec3 v = vec3(co, 1.0 - (abs_co.x + abs_co.y));
+
+ if ( abs_co.x + abs_co.y > 1.0 ) {
+ v.xy = (abs(co.yx) - 1.0) * -sign(co.xy);
+ }
+
+ return v;
+}
+
+void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B)
+{
+ vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0,0.0,1.0) : vec3(1.0,0.0,0.0);
+ T = normalize( cross(UpVector, N) );
+ B = cross(N, T);
+}
+
+#define NUM_SAMPLE 32
+vec2 poisson_disc[32] = vec2[32](
+ vec2( 0.476, 0.854), vec2(-0.659, -0.670),
+ vec2( 0.905, -0.270), vec2( 0.215, -0.133),
+ vec2(-0.595, 0.242), vec2(-0.146, 0.519),
+ vec2( 0.108, -0.930), vec2( 0.807, 0.449),
+
+ vec2(-0.476, -0.854), vec2( 0.659, 0.670),
+ vec2(-0.905, 0.270), vec2(-0.215, 0.133),
+ vec2( 0.595, -0.242), vec2( 0.146, -0.519),
+ vec2(-0.108, 0.930), vec2(-0.807, -0.449),
+
+ vec2(-0.854, 0.476), vec2( 0.670, -0.659),
+ vec2( 0.270, 0.905), vec2( 0.133, 0.215),
+ vec2(-0.242, -0.595), vec2(-0.519, -0.146),
+ vec2( 0.930, 0.108), vec2(-0.449, 0.807),
+
+ vec2( 0.854, -0.476), vec2(-0.670, 0.659),
+ vec2(-0.270, -0.905), vec2(-0.133, -0.215),
+ vec2( 0.242, 0.595), vec2( 0.519, 0.146),
+ vec2(-0.930, -0.108), vec2( 0.449, -0.807)
+);
+
+/* Marco Salvi's GDC 2008 presentation about shadow maps pre-filtering techniques slide 24 */
+float ln_space_prefilter(float w0, float x, float w1, float y)
+{
+ return x + log(w0 + w1 * exp(y - x));
+}
+
+void main() {
+ const vec2 texelSize = vec2(1.0 / 512.0);
+
+ vec2 uvs = gl_FragCoord.xy * texelSize;
+
+ /* add a 2 pixel border to ensure filtering is correct */
+ uvs.xy *= 1.0 + texelSize * 2.0;
+ uvs.xy -= texelSize;
+
+ float pattern = 1.0;
+
+ /* edge mirroring : only mirror if directly adjacent
+ * (not diagonally adjacent) */
+ vec2 m = abs(uvs - 0.5) + 0.5;
+ vec2 f = floor(m);
+ if (f.x - f.y != 0.0) {
+ uvs.xy = 1.0 - uvs.xy;
+ }
+
+ /* clamp to [0-1] */
+ uvs.xy = fract(uvs.xy);
+
+ /* get cubemap vector */
+ vec3 cubevec = octahedral_to_cubemap_proj(uvs.xy);
+
+ vec3 T, B;
+ make_orthonormal_basis(cubevec, T, B);
+
+ /* get cubemap shadow value */
+ const float blur_radius = 5.0 / 512.0; /* Totally arbitrary */
+ const float weight = 1.0 / float(NUM_SAMPLE);
+ float accum = 0.0;
+
+ /* Poisson disc blur in log space. */
+ vec2 offsetvec = poisson_disc[0].xy * blur_radius;
+ float depth1 = texture(shadowCube, cubevec + offsetvec.x * T + offsetvec.y * B).r;
+
+ offsetvec = poisson_disc[1].xy * blur_radius;
+ float depth2 = texture(shadowCube, cubevec + offsetvec.x * T + offsetvec.y * B).r;
+
+ accum = ln_space_prefilter(weight, depth1, weight, depth2);
+
+ for (int i = 2; i < NUM_SAMPLE; ++i) {
+ vec2 offsetvec = poisson_disc[i].xy * blur_radius;
+ depth1 = texture(shadowCube, cubevec + offsetvec.x * T + offsetvec.y * B).r;
+ accum = ln_space_prefilter(1.0, accum, weight, depth1);
+ }
+
+ FragColor = vec4(accum, accum, accum, 1.0);
+} \ No newline at end of file