Refactor shadowmap sampling in shaders
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3 changed files with 35 additions and 63 deletions
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@ -107,40 +107,12 @@ fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
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let fog_density = dd.x;
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let fog_depth = dd.y;
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var in_light = 0.0;
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if (global_uniforms.use_shadowmaps > 0u) {
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for (var i: i32 = 0; i < 6; i++) {
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let light_coords = light.matrices[i] * vert.world_position;
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let light_dir = normalize(light_coords.xyz);
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let bias = 0.01;
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// z can never be smaller than this inside 90 degree frustum
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if (light_dir.z < INV_SQRT_3 - bias) {
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continue;
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}
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// x and y can never be larger than this inside frustum
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if (abs(light_dir.y) > INV_SQRT_2 + bias) {
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continue;
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}
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if (abs(light_dir.x) > INV_SQRT_2 + bias) {
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continue;
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}
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in_light = sample_direct_light(i, light_coords);
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// TODO should break even if 0 since we're inside frustum.
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// See if causes issues with bias overlap between directions.
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if (in_light > 0.0) {
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break;
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}
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}
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} else {
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in_light = 1.0;
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}
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var base_color = vec3<f32>(mix(0.5, 0.1, fog_density));
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let ambient_strength = 0.04;
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let ambient_color = base_color * ambient_strength;
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var radiance = vec3<f32>(0.0);
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let in_light = sample_direct_light(vert.world_position);
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if (in_light > 0.0) {
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// attenuation
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let fog_position = vert.world_position.xyz + direction * fog_depth;
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