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Spotlight shadows
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54
res/shaders/array-depth-map.glsl
Executable file
54
res/shaders/array-depth-map.glsl
Executable file
@ -0,0 +1,54 @@
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//shader:vertex
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#version 410
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layout(location=0) in vec3 vertPosIn;
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uniform mat4 modelMat;
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void main()
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{
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gl_Position = modelMat * vec4(vertPosIn, 1);
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}
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//shader:geometry
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#version 410
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layout (triangles) in;
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#define NUM_PROJ_VIEW_MATS 4
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// 3 * NUM_PROJ_VIEW_MATS
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layout (triangle_strip, max_vertices=12) out;
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// This is the same number as max spot lights or whatever else is being rendered
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uniform mat4 projViewMats[NUM_PROJ_VIEW_MATS];
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out vec4 FragPos;
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void main()
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{
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for(int projViewMatIndex = 0; projViewMatIndex < NUM_PROJ_VIEW_MATS; projViewMatIndex++){
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gl_Layer = projViewMatIndex;
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mat4 projViewMat = projViewMats[projViewMatIndex];
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for(int i = 0; i < 3; i++)
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{
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FragPos = gl_in[i].gl_Position;
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gl_Position = projViewMat * FragPos;
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EmitVertex();
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}
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EndPrimitive();
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}
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}
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//shader:fragment
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#version 410
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in vec4 FragPos;
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void main()
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{
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// This implicitly writes to the depth buffer with no color operations
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// Equivalent: gl_FragDepth = gl_FragCoord.z;
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}
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@ -6,15 +6,19 @@ layout(location=1) in vec3 vertNormalIn;
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layout(location=2) in vec2 vertUV0In;
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layout(location=3) in vec3 vertColorIn;
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uniform mat4 modelMat;
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uniform mat4 projViewMat;
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uniform mat4 dirLightProjViewMat;
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#define NUM_SPOT_LIGHTS 4
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uniform mat4 spotLightProjViewMats[NUM_SPOT_LIGHTS];
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out vec3 vertNormal;
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out vec2 vertUV0;
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out vec3 vertColor;
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out vec3 fragPos;
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out vec4 fragPosDirLight;
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uniform mat4 modelMat;
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uniform mat4 projViewMat;
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uniform mat4 dirLightProjViewMat;
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out vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
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void main()
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{
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@ -31,6 +35,9 @@ void main()
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fragPos = modelVert.xyz;
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fragPosDirLight = dirLightProjViewMat * vec4(fragPos, 1);
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for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
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fragPosSpotLight[i] = spotLightProjViewMats[i] * vec4(fragPos, 1);
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gl_Position = projViewMat * modelVert;
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}
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@ -81,6 +88,7 @@ struct SpotLight {
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#define NUM_SPOT_LIGHTS 4
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uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
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uniform sampler2DArray spotLightShadowMaps;
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uniform vec3 camPos;
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uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
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@ -90,6 +98,7 @@ in vec3 vertNormal;
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in vec2 vertUV0;
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in vec3 fragPos;
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in vec4 fragPosDirLight;
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in vec4 fragPosSpotLight[NUM_SPOT_LIGHTS];
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out vec4 fragColor;
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@ -123,9 +132,9 @@ float CalcDirShadow(sampler2D shadowMap, vec3 lightDir)
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// Basically get soft shadows by averaging this texel and surrounding ones
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float shadow = 0;
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vec2 texelSize = 1 / textureSize(shadowMap, 0);
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for(int x = -1; x <= 1; ++x)
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for(int x = -1; x <= 1; x++)
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{
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for(int y = -1; y <= 1; ++y)
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for(int y = -1; y <= 1; y++)
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{
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float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
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@ -205,7 +214,47 @@ vec3 CalcPointLight(PointLight pointLight, int lightIndex)
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return (finalDiffuse + finalSpecular) * attenuation * (1 - shadow);
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}
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vec3 CalcSpotLight(SpotLight light)
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float CalcSpotShadow(vec3 lightDir, int lightIndex)
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{
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// Move from clip space to NDC
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vec3 projCoords = fragPosSpotLight[lightIndex].xyz / fragPosSpotLight[lightIndex].w;
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// Move from [-1,1] to [0, 1]
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projCoords = projCoords * 0.5 + 0.5;
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// If sampling outside the depth texture then force 'no shadow'
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if(projCoords.z > 1)
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return 0;
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// currentDepth is the fragment depth from the light's perspective
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float currentDepth = projCoords.z;
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// Bias in the range [0.005, 0.05] depending on the angle, where a higher
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// angle gives a higher bias, as shadow acne gets worse with angle
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float bias = max(0.05 * (1 - dot(normalizedVertNorm, lightDir)), 0.005);
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// 'Percentage Close Filtering'.
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// Basically get soft shadows by averaging this texel and surrounding ones
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float shadow = 0;
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vec2 texelSize = 1 / textureSize(spotLightShadowMaps, 0).xy;
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for(int x = -1; x <= 1; x++)
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{
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for(int y = -1; y <= 1; y++)
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{
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float pcfDepth = texture(spotLightShadowMaps, vec3(projCoords.xy + vec2(x, y) * texelSize, lightIndex)).r;
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// If our depth is larger than the lights closest depth at the texel we checked (projCoords),
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// then there is something closer to the light than us, and so we are in shadow
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shadow += currentDepth - bias > pcfDepth ? 1 : 0;
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}
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}
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shadow /= 9;
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return shadow;
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}
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vec3 CalcSpotLight(SpotLight light, int lightIndex)
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{
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if (light.innerCutoff == 0)
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return vec3(0);
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@ -231,7 +280,10 @@ vec3 CalcSpotLight(SpotLight light)
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float specularAmount = pow(max(dot(normalizedVertNorm, halfwayDir), 0.0), material.shininess);
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vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
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return (finalDiffuse + finalSpecular) * intensity;
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// Shadow
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float shadow = CalcSpotShadow(fragToLightDir, lightIndex);
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return (finalDiffuse + finalSpecular) * intensity * (1 - shadow);
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}
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void main()
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@ -254,7 +306,7 @@ void main()
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for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
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{
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finalColor += CalcSpotLight(spotLights[i]);
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finalColor += CalcSpotLight(spotLights[i], i);
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}
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vec3 finalEmission = emissionTexColor.rgb;
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