Refactor shadowmap sampling in shaders

This commit is contained in:
Lauri Räsänen 2023-11-10 21:08:08 +02:00
parent 90ba17a9a9
commit 17fd7a5ec4
3 changed files with 35 additions and 63 deletions

View file

@ -107,40 +107,12 @@ fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
let fog_density = dd.x;
let fog_depth = dd.y;
var in_light = 0.0;
if (global_uniforms.use_shadowmaps > 0u) {
for (var i: i32 = 0; i < 6; i++) {
let light_coords = light.matrices[i] * vert.world_position;
let light_dir = normalize(light_coords.xyz);
let bias = 0.01;
// z can never be smaller than this inside 90 degree frustum
if (light_dir.z < INV_SQRT_3 - bias) {
continue;
}
// x and y can never be larger than this inside frustum
if (abs(light_dir.y) > INV_SQRT_2 + bias) {
continue;
}
if (abs(light_dir.x) > INV_SQRT_2 + bias) {
continue;
}
in_light = sample_direct_light(i, light_coords);
// TODO should break even if 0 since we're inside frustum.
// See if causes issues with bias overlap between directions.
if (in_light > 0.0) {
break;
}
}
} else {
in_light = 1.0;
}
var base_color = vec3<f32>(mix(0.5, 0.1, fog_density));
let ambient_strength = 0.04;
let ambient_color = base_color * ambient_strength;
var radiance = vec3<f32>(0.0);
let in_light = sample_direct_light(vert.world_position);
if (in_light > 0.0) {
// attenuation
let fog_position = vert.world_position.xyz + direction * fog_depth;

View file

@ -1,4 +1,4 @@
fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
fn sample_direct_light_index(index: i32, light_coords: vec4<f32>) -> f32 {
if (light_coords.w <= 0.0) {
return 0.0;
}
@ -27,3 +27,35 @@ fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
return total_sample;
}
fn sample_direct_light(world_position: vec4<f32>) -> f32 {
var in_light = 0.0;
if (global_uniforms.use_shadowmaps > 0u) {
for (var i: i32 = 0; i < 6; i++) {
let light_coords = light.matrices[i] * world_position;
let light_dir = normalize(light_coords.xyz);
let bias = 0.01;
// z can never be smaller than this inside 90 degree frustum
if (light_dir.z < INV_SQRT_3 - bias) {
continue;
}
// x and y can never be larger than this inside frustum
if (abs(light_dir.y) > INV_SQRT_2 + bias) {
continue;
}
if (abs(light_dir.x) > INV_SQRT_2 + bias) {
continue;
}
in_light = sample_direct_light_index(i, light_coords);
// TODO should break even if 0 since we're inside frustum.
// See if causes issues with bias overlap between directions.
if (in_light > 0.0) {
break;
}
}
} else {
in_light = 1.0;
}
return in_light;
}

View file

@ -82,39 +82,7 @@ fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
var total_radiance: vec3<f32>;
var in_light = 0.0;
// Depth sampling is broken in WebGL...
// TODO: remove once WebGPU
if (global_uniforms.use_shadowmaps > 0u) {
for (var i: i32 = 0; i < 6; i++) {
let light_coords = light.matrices[i] * vert.world_position;
let light_dir = normalize(light_coords.xyz);
let bias = 0.01;
// z can never be smaller than this inside 90 degree frustum
if (light_dir.z < INV_SQRT_3 - bias) {
continue;
}
// x and y can never be larger than this inside frustum
if (abs(light_dir.y) > INV_SQRT_2 + bias) {
continue;
}
if (abs(light_dir.x) > INV_SQRT_2 + bias) {
continue;
}
in_light = sample_direct_light(i, light_coords);
// TODO should break even if 0 since we're inside frustum.
// See if causes issues with bias overlap between directions.
if (in_light > 0.0) {
break;
}
}
} else {
in_light = 1.0;
}
let in_light = sample_direct_light(vert.world_position);
if (in_light > 0.0) {
// lighting vecs
let normal_dir = object_normal.xyz * 2.0 - 1.0;