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/* | |
* Copyright (c) 2023 lax1dude. All Rights Reserved. | |
* | |
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | |
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. | |
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, | |
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT | |
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, | |
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
* POSSIBILITY OF SUCH DAMAGE. | |
* | |
*/ | |
precision lowp int; | |
precision highp float; | |
precision highp sampler2D; | |
precision highp sampler2DShadow; | |
in vec2 v_position2f; | |
layout(location = 0) out float output1f; | |
uniform sampler2D u_gbufferDepthTexture; | |
uniform sampler2DShadow u_sunShadowDepthTexture; | |
uniform sampler2D u_ditherTexture; | |
uniform mat4 u_inverseViewProjMatrix4f; | |
uniform vec2 u_ditherScale2f; | |
uniform vec3 u_eyePosition3f; | |
uniform float u_sampleStep1f; | |
uniform mat4 u_sunShadowMatrixLOD04f; | |
uniform mat4 u_sunShadowMatrixLOD04f; | |
uniform mat4 u_sunShadowMatrixLOD14f; | |
uniform mat4 u_sunShadowMatrixLOD04f; | |
uniform mat4 u_sunShadowMatrixLOD14f; | |
uniform mat4 u_sunShadowMatrixLOD24f; | |
float shadow(in vec3 coords) { | |
vec4 shadowSpacePosition = u_sunShadowMatrixLOD04f * vec4(coords, 1.0); | |
if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) { | |
shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC; | |
return textureLod(u_sunShadowDepthTexture, shadowSpacePosition.xyz, 0.0); | |
} | |
shadowSpacePosition = u_sunShadowMatrixLOD14f * vec4(coords, 1.0); | |
if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) { | |
shadowSpacePosition.y += 1.0; | |
shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC; | |
return textureLod(u_sunShadowDepthTexture, shadowSpacePosition.xyz, 0.0); | |
} | |
shadowSpacePosition = u_sunShadowMatrixLOD24f * vec4(coords, 1.0); | |
if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) { | |
shadowSpacePosition.y += 2.0; | |
shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC; | |
return textureLod(u_sunShadowDepthTexture, shadowSpacePosition.xyz, 0.0); | |
} | |
return -1.0; | |
} | |
void main() { | |
output1f = 0.0; | |
float depth = textureLod(u_gbufferDepthTexture, v_position2f, 0.0).r; | |
if(depth == 0.0) { | |
return; | |
} | |
vec4 fragPos4f = vec4(v_position2f, depth, 1.0); | |
fragPos4f.xyz *= 2.0; | |
fragPos4f.xyz -= 1.0; | |
fragPos4f = u_inverseViewProjMatrix4f * fragPos4f; | |
fragPos4f.xyz /= fragPos4f.w; | |
fragPos4f.w = 1.0; | |
fragPos4f.xyz -= u_eyePosition3f; | |
float viewDist = length(fragPos4f.xyz); | |
fragPos4f.xyz /= viewDist; | |
float sampleNum = textureLod(u_ditherTexture, u_ditherScale2f * v_position2f, 0.0).r; | |
sampleNum += u_sampleStep1f * SAMPLES_PER_STEP + 1.0; | |
float cloudSample = STEP2DST(sampleNum); | |
if(cloudSample > viewDist) return; | |
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample); | |
if(cloudSample < 0.0) return; | |
output1f += cloudSample * SAMPLES_PER_STEP_1; | |
sampleNum += 1.0; | |
cloudSample = STEP2DST(sampleNum); | |
if(cloudSample > viewDist) return; | |
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample); | |
if(cloudSample < 0.0) return; | |
output1f += cloudSample * SAMPLES_PER_STEP_1; | |
sampleNum += 1.0; | |
cloudSample = STEP2DST(sampleNum); | |
if(cloudSample > viewDist) return; | |
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample); | |
if(cloudSample < 0.0) return; | |
output1f += cloudSample * SAMPLES_PER_STEP_1; | |
sampleNum += 1.0; | |
cloudSample = STEP2DST(sampleNum); | |
if(cloudSample > viewDist) return; | |
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample); | |
if(cloudSample < 0.0) return; | |
output1f += cloudSample * SAMPLES_PER_STEP_1; | |
sampleNum += 1.0; | |
cloudSample = STEP2DST(sampleNum); | |
if(cloudSample > viewDist) return; | |
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample); | |
if(cloudSample < 0.0) return; | |
output1f += cloudSample * SAMPLES_PER_STEP_1; | |
sampleNum += 1.0; | |
cloudSample = STEP2DST(sampleNum); | |
if(cloudSample > viewDist) return; | |
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample); | |
if(cloudSample < 0.0) return; | |
output1f += cloudSample * SAMPLES_PER_STEP_1; | |
sampleNum += 1.0; | |
cloudSample = STEP2DST(sampleNum); | |
if(cloudSample > viewDist) return; | |
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample); | |
if(cloudSample < 0.0) return; | |
output1f += cloudSample * SAMPLES_PER_STEP_1; | |
sampleNum += 1.0; | |
cloudSample = STEP2DST(sampleNum); | |
if(cloudSample > viewDist) return; | |
cloudSample = shadow(u_eyePosition3f + fragPos4f.xyz * cloudSample); | |
if(cloudSample < 0.0) return; | |
output1f += cloudSample * SAMPLES_PER_STEP_1; | |
} | |