382 lines
13 KiB
HLSL
382 lines
13 KiB
HLSL
#pragma warning(disable:3571)
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#if defined(COMPILEVS) || defined(COMPILEGS)
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float3 GetAmbient(float zonePos)
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{
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return cAmbientStartColor + zonePos * cAmbientEndColor;
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}
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#ifdef NUMVERTEXLIGHTS
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float GetVertexLight(int index, float3 worldPos, float3 normal)
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{
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float3 lightDir = cVertexLights[index * 3 + 1].xyz;
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float3 lightPos = cVertexLights[index * 3 + 2].xyz;
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float invRange = cVertexLights[index * 3].w;
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float cutoff = cVertexLights[index * 3 + 1].w;
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float invCutoff = cVertexLights[index * 3 + 2].w;
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// Directional light
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if (invRange == 0.0)
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{
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#ifdef TRANSLUCENT
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float NdotL = abs(dot(normal, lightDir));
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#else
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float NdotL = max(dot(normal, lightDir), 0.0);
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#endif
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return NdotL;
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}
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// Point/spot light
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else
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{
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float3 lightVec = (lightPos - worldPos) * invRange;
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float lightDist = length(lightVec);
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float3 localDir = lightVec / lightDist;
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#ifdef TRANSLUCENT
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float NdotL = abs(dot(normal, localDir));
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#else
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float NdotL = max(dot(normal, localDir), 0.0);
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#endif
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float atten = saturate(1.0 - lightDist * lightDist);
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float spotEffect = dot(localDir, lightDir);
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float spotAtten = saturate((spotEffect - cutoff) * invCutoff);
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return NdotL * atten * spotAtten;
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}
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}
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float GetVertexLightVolumetric(int index, float3 worldPos)
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{
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float3 lightDir = cVertexLights[index * 3 + 1].xyz;
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float3 lightPos = cVertexLights[index * 3 + 2].xyz;
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float invRange = cVertexLights[index * 3].w;
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float cutoff = cVertexLights[index * 3 + 1].w;
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float invCutoff = cVertexLights[index * 3 + 2].w;
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// Directional light
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if (invRange == 0.0)
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{
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return 1.0;
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}
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// Point/spot light
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else
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{
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float3 lightVec = (lightPos - worldPos) * invRange;
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float lightDist = length(lightVec);
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float3 localDir = lightVec / lightDist;
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float atten = saturate(1.0 - lightDist * lightDist);
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float spotEffect = dot(localDir, lightDir);
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float spotAtten = saturate((spotEffect - cutoff) * invCutoff);
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return atten * spotAtten;
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}
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}
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#endif
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#ifdef SHADOW
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#ifdef DIRLIGHT
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#define NUMCASCADES 4
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#else
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#define NUMCASCADES 1
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#endif
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void GetShadowPos(float4 projWorldPos, float3 normal, out float4 shadowPos[NUMCASCADES])
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{
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// Shadow projection: transform from world space to shadow space
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#ifdef NORMALOFFSET
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#ifdef DIRLIGHT
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float cosAngle = saturate(1.0 - dot(normal, cLightDir));
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#else
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float cosAngle = saturate(1.0 - dot(normal, normalize(cLightPos.xyz - projWorldPos.xyz)));
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#endif
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#if defined(DIRLIGHT)
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shadowPos[0] = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScale.x * normal, 1.0), cLightMatrices[0]);
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shadowPos[1] = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScale.y * normal, 1.0), cLightMatrices[1]);
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shadowPos[2] = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScale.z * normal, 1.0), cLightMatrices[2]);
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shadowPos[3] = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScale.w * normal, 1.0), cLightMatrices[3]);
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#elif defined(SPOTLIGHT)
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shadowPos[0] = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScale.x * normal, 1.0), cLightMatrices[1]);
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#else
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shadowPos[0] = float4(projWorldPos.xyz + cosAngle * cNormalOffsetScale.x * normal - cLightPos.xyz, 0.0);
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#endif
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#else
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#if defined(DIRLIGHT)
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shadowPos[0] = mul(projWorldPos, cLightMatrices[0]);
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shadowPos[1] = mul(projWorldPos, cLightMatrices[1]);
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shadowPos[2] = mul(projWorldPos, cLightMatrices[2]);
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shadowPos[3] = mul(projWorldPos, cLightMatrices[3]);
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#elif defined(SPOTLIGHT)
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shadowPos[0] = mul(projWorldPos, cLightMatrices[1]);
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#else
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shadowPos[0] = float4(projWorldPos.xyz - cLightPos.xyz, 0.0);
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#endif
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#endif
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}
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#endif
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#endif
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#ifdef COMPILEPS
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float GetDiffuse(float3 normal, float3 worldPos, out float3 lightDir)
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{
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#ifdef DIRLIGHT
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lightDir = cLightDirPS;
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#ifdef TRANSLUCENT
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return abs(dot(normal, lightDir));
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#else
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return saturate(dot(normal, lightDir));
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#endif
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#else
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float3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
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float lightDist = length(lightVec);
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lightDir = lightVec / lightDist;
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#ifdef TRANSLUCENT
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return abs(dot(normal, lightDir)) * Sample2D(LightRampMap, float2(lightDist, 0.0)).r;
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#else
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return saturate(dot(normal, lightDir)) * Sample2D(LightRampMap, float2(lightDist, 0.0)).r;
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#endif
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#endif
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}
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float GetAtten(float3 normal, float3 worldPos, out float3 lightDir)
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{
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lightDir = cLightDirPS;
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return saturate(dot(normal, lightDir));
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}
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float GetAttenPoint(float3 normal, float3 worldPos, out float3 lightDir)
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{
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float3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
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float lightDist = length(lightVec);
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float falloff = pow(saturate(1.0 - pow(lightDist / 1.0, 4.0)), 2.0) * 3.14159265358979323846 / (4 * 3.14159265358979323846)*(pow(lightDist, 2.0) + 1.0);
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lightDir = lightVec / lightDist;
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return saturate(dot(normal, lightDir)) * falloff;
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}
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float GetAttenSpot(float3 normal, float3 worldPos, out float3 lightDir)
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{
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float3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
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float lightDist = length(lightVec);
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float falloff = pow(saturate(1.0 - pow(lightDist / 1.0, 4.0)), 2.0) / (pow(lightDist, 2.0) + 1.0);
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lightDir = lightVec / lightDist;
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return saturate(dot(normal, lightDir)) * falloff;
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}
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float GetDiffuseVolumetric(float3 worldPos)
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{
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#ifdef DIRLIGHT
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return 1.0;
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#else
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float3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
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float lightDist = length(lightVec);
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return Sample2D(LightRampMap, float2(lightDist, 0.0)).r;
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#endif
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}
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float GetSpecular(float3 normal, float3 eyeVec, float3 lightDir, float specularPower)
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{
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float3 halfVec = normalize(normalize(eyeVec) + lightDir);
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return saturate(pow(dot(normal, halfVec), specularPower));
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}
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float GetIntensity(float3 color)
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{
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return dot(color, float3(0.299, 0.587, 0.114));
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}
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#ifdef SHADOW
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#ifdef DIRLIGHT
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#define NUMCASCADES 4
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#else
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#define NUMCASCADES 1
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#endif
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#ifdef VSM_SHADOW
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float ReduceLightBleeding(float min, float p_max)
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{
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return clamp((p_max - min) / (1.0 - min), 0.0, 1.0);
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}
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float Chebyshev(float2 Moments, float depth)
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{
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//One-tailed inequality valid if depth > Moments.x
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float p = float(depth <= Moments.x);
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//Compute variance.
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float Variance = Moments.y - (Moments.x * Moments.x);
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float minVariance = cVSMShadowParams.x;
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Variance = max(Variance, minVariance);
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//Compute probabilistic upper bound.
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float d = depth - Moments.x;
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float p_max = Variance / (Variance + d*d);
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// Prevent light bleeding
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p_max = ReduceLightBleeding(cVSMShadowParams.y, p_max);
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return max(p, p_max);
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}
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#endif
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float GetShadow(float4 shadowPos)
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{
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#if defined(SIMPLE_SHADOW)
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// Take one sample
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#ifdef D3D11
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shadowPos.xyz /= shadowPos.w;
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#endif
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float inLight = SampleShadow(ShadowMap, shadowPos).r;
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#ifndef SHADOWCMP
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return cShadowIntensity.y + cShadowIntensity.x * inLight;
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#else
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#ifndef POINTLIGHT
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return cShadowIntensity.y + cShadowIntensity.x * (inLight * shadowPos.w > shadowPos.z);
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#else
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return cShadowIntensity.y + cShadowIntensity.x * (inLight > shadowPos.z);
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#endif
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#endif
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#elif defined(PCF_SHADOW)
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// Take four samples and average them
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// Note: in case of sampling a point light cube shadow, we optimize out the w divide as it has already been performed
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#ifdef D3D11
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shadowPos.xyz /= shadowPos.w;
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#endif
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#if !defined(POINTLIGHT) && !defined(D3D11)
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float2 offsets = cShadowMapInvSize * shadowPos.w;
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#else
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float2 offsets = cShadowMapInvSize;
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#endif
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float4 shadowPos2 = float4(shadowPos.x + offsets.x, shadowPos.yzw);
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float4 shadowPos3 = float4(shadowPos.x, shadowPos.y + offsets.y, shadowPos.zw);
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float4 shadowPos4 = float4(shadowPos.xy + offsets.xy, shadowPos.zw);
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float4 inLight = float4(
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SampleShadow(ShadowMap, shadowPos).r,
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SampleShadow(ShadowMap, shadowPos2).r,
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SampleShadow(ShadowMap, shadowPos3).r,
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SampleShadow(ShadowMap, shadowPos4).r
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);
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#ifndef SHADOWCMP
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return cShadowIntensity.y + dot(inLight, cShadowIntensity.x);
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#else
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#ifndef POINTLIGHT
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return cShadowIntensity.y + dot(inLight * shadowPos.w > shadowPos.z, cShadowIntensity.x);
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#else
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return cShadowIntensity.y + dot(inLight > shadowPos.z, cShadowIntensity.x);
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#endif
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#endif
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#elif defined(VSM_SHADOW)
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float2 samples = Sample2D(ShadowMap, shadowPos.xy / shadowPos.w).rg;
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return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z/shadowPos.w);
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#endif
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}
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#ifdef POINTLIGHT
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float GetPointShadow(float3 lightVec)
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{
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float3 axis = SampleCube(FaceSelectCubeMap, lightVec).rgb;
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float depth = abs(dot(lightVec, axis));
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// Expand the maximum component of the light vector to get full 0.0 - 1.0 UV range from the cube map,
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// and to avoid sampling across faces. Some GPU's filter across faces, while others do not, and in this
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// case filtering across faces is wrong
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const float factor = 1.0 / 256.0;
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lightVec += factor * axis * lightVec;
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// Read the 2D UV coordinates, adjust according to shadow map size and add face offset
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float4 indirectPos = SampleCube(IndirectionCubeMap, lightVec);
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indirectPos.xy *= cShadowCubeAdjust.xy;
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indirectPos.xy += float2(cShadowCubeAdjust.z + indirectPos.z * 0.5, cShadowCubeAdjust.w + indirectPos.w);
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float4 shadowPos = float4(indirectPos.xy, cShadowDepthFade.x + cShadowDepthFade.y / depth, 1.0);
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return GetShadow(shadowPos);
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}
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#endif
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#ifdef DIRLIGHT
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float GetDirShadowFade(float inLight, float depth)
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{
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return saturate(inLight + saturate((depth - cShadowDepthFade.z) * cShadowDepthFade.w));
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}
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float GetDirShadow(const float4 iShadowPos[NUMCASCADES], float depth)
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{
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float4 shadowPos;
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if (depth < cShadowSplits.x)
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shadowPos = iShadowPos[0];
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else if (depth < cShadowSplits.y)
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shadowPos = iShadowPos[1];
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else if (depth < cShadowSplits.z)
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shadowPos = iShadowPos[2];
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else
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shadowPos = iShadowPos[3];
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return GetDirShadowFade(GetShadow(shadowPos), depth);
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}
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float GetDirShadowDeferred(float4 projWorldPos, float3 normal, float depth)
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{
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float4 shadowPos;
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#ifdef NORMALOFFSET
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float cosAngle = saturate(1.0 - dot(normal, cLightDirPS));
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if (depth < cShadowSplits.x)
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shadowPos = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.x * normal, 1.0), cLightMatricesPS[0]);
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else if (depth < cShadowSplits.y)
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shadowPos = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.y * normal, 1.0), cLightMatricesPS[1]);
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else if (depth < cShadowSplits.z)
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shadowPos = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.z * normal, 1.0), cLightMatricesPS[2]);
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else
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shadowPos = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.w * normal, 1.0), cLightMatricesPS[3]);
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#else
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if (depth < cShadowSplits.x)
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shadowPos = mul(projWorldPos, cLightMatricesPS[0]);
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else if (depth < cShadowSplits.y)
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shadowPos = mul(projWorldPos, cLightMatricesPS[1]);
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else if (depth < cShadowSplits.z)
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shadowPos = mul(projWorldPos, cLightMatricesPS[2]);
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else
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shadowPos = mul(projWorldPos, cLightMatricesPS[3]);
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#endif
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return GetDirShadowFade(GetShadow(shadowPos), depth);
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}
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#endif
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float GetShadow(float4 iShadowPos[NUMCASCADES], float depth)
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{
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#if defined(DIRLIGHT)
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return GetDirShadow(iShadowPos, depth);
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#elif defined(SPOTLIGHT)
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return GetShadow(iShadowPos[0]);
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#else
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return GetPointShadow(iShadowPos[0].xyz);
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#endif
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}
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float GetShadowDeferred(float4 projWorldPos, float3 normal, float depth)
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{
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#ifdef DIRLIGHT
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return GetDirShadowDeferred(projWorldPos, normal, depth);
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#else
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#ifdef NORMALOFFSET
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float cosAngle = saturate(1.0 - dot(normal, normalize(cLightPosPS.xyz - projWorldPos.xyz)));
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projWorldPos.xyz += cosAngle * cNormalOffsetScalePS.x * normal;
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#endif
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#ifdef SPOTLIGHT
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float4 shadowPos = mul(projWorldPos, cLightMatricesPS[1]);
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return GetShadow(shadowPos);
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#else
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float3 shadowPos = projWorldPos.xyz - cLightPosPS.xyz;
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return GetPointShadow(shadowPos);
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#endif
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#endif
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}
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#endif
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#endif |