Refactor shadowmap sampling in shaders
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parent
90ba17a9a9
commit
17fd7a5ec4
3 changed files with 35 additions and 63 deletions
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@ -1,4 +1,4 @@
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fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
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fn sample_direct_light_index(index: i32, light_coords: vec4<f32>) -> f32 {
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if (light_coords.w <= 0.0) {
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return 0.0;
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}
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@ -27,3 +27,35 @@ fn sample_direct_light(index: i32, light_coords: vec4<f32>) -> f32 {
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return total_sample;
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}
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fn sample_direct_light(world_position: vec4<f32>) -> f32 {
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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] * 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_index(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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return in_light;
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}
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