forked from LeenkxTeam/LNXSDK
Scaled slope bias and transparent shadows fixes
This commit is contained in:
@ -636,7 +636,7 @@ void main() {
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shadowMap
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#endif
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#endif
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, eye, p + n * shadowsBias * 2, shadowsBias
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, eye, p, n, shadowsBias
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#ifdef _ShadowMapTransparent
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, false
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#endif
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@ -259,6 +259,11 @@
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"link": "_biasLightWorldViewProjectionMatrixSpotArray",
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"ifdef": ["_Clusters", "_ShadowMap", "_Spot"]
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},
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{
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"name": "LWVPSpotArray",
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"link": "_biasLightViewProjectionMatrixSpotArray",
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"ifdef": ["_SinglePoint", "_ShadowMap", "_Spot"]
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},
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{
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"name": "pointLightDataArray",
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"link": "_pointLightsAtlasArray",
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@ -448,7 +448,7 @@ void main() {
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shadowMap
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#endif
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#endif
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, eye, p + n * shadowsBias * 2, shadowsBias
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, eye, p, n, shadowsBias
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#ifdef _ShadowMapTransparent
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, false
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#endif
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@ -183,6 +183,11 @@
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"link": "_biasLightWorldViewProjectionMatrixSpotArray",
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"ifdef": ["_Clusters", "_ShadowMap", "_Spot"]
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},
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{
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"name": "LWVPSpotArray",
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"link": "_biasLightViewProjectionMatrixSpotArray",
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"ifdef": ["_SinglePoint", "_ShadowMap", "_Spot"]
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},
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{
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"name": "pointLightDataArray",
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"link": "_pointLightsAtlasArray",
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@ -595,3 +595,4 @@ vec3 sampleLightVoxels(const vec3 p, const vec3 n, const vec3 v, const float dot
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#endif
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#endif
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@ -24,7 +24,7 @@ uniform vec2 smSizeUniform;
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#ifdef _ShadowMapAtlas
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uniform vec4 tileBoundsSunArray[maxLights * shadowmapCascades];
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#if defined(_Clusters) && defined(_Spot) && defined(_ShadowMap)
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#if defined(_Clusters) && (defined(_Spot) || defined(_LTC)) && defined(_ShadowMap)
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uniform vec4 tileBoundsSpotArray[maxLightsCluster];
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#endif
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vec4 tileBounds = vec4(0.0, 0.0, 1.0, 1.0);
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@ -180,7 +180,7 @@ vec3 PCFCube(samplerCubeShadow shadowMapCube,
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#endif
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) {
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const float s = shadowmapCubePcfSize; // TODO: incorrect...
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float compare = lpToDepth(lp, lightProj) - bias * 1.5;
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float compare = lpToDepth(lp, lightProj) - bias * 1.5 - 0.0001;
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ml = ml + n * bias * 20;
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#ifdef _InvY
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ml.y = -ml.y;
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@ -321,7 +321,7 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
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, const bool transparent
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#endif
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) {
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const float compare = lpToDepth(lp, lightProj) - bias * 1.5;
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const float compare = lpToDepth(lp, lightProj) - bias * 1.5 - 0.0001;
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ml = ml + n * bias * 20;
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int faceIndex = 0;
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const int lightIndex = index * 6;
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@ -408,10 +408,16 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
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#ifdef _ShadowMapTransparent
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if (transparent == false) {
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vec3 transResult = vec3(0.0);
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vec2 tileMin = pointLightTile.xy;
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vec2 tileMax = pointLightTile.xy + pointLightTile.z;
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#ifdef _FlipY
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tileMin.y = 1.0 - tileMax.y;
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tileMax.y = 1.0 - pointLightTile.y;
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#endif
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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vec4 smt = texture(shadowMapTransparent,
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clamp(uvtiled + vec2(x, y) / smSize, 0.0, 1.0));
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clamp(uvtiled + vec2(x, y) / smSize, tileMin, tileMax));
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transResult += (smt.a < compare) ? smt.rgb : vec3(1.0);
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}
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}
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@ -437,15 +443,15 @@ vec3 shadowTest(sampler2DShadow shadowMap,
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#ifdef _ShadowMapAtlas
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// use tile PCF
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#ifdef _SMSizeUniform
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vec2 smSizeAtlas = smSizeUniform * (tileBounds.zw - tileBounds.xy);
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vec2 smSizeAtlas = smSizeUniform;
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#else
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vec2 smSizeAtlas = shadowmapSize * (tileBounds.zw - tileBounds.xy);
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vec2 smSizeAtlas = shadowmapSize;
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#endif
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return PCFTileAware(shadowMap,
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos.xy, lPos.z - shadowsBias, smSizeAtlas,
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lPos.xy, lPos.z - shadowsBias - 0.0001, smSizeAtlas,
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tileBounds.xy, tileBounds.zw
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#ifdef _ShadowMapTransparent
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, transparent
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@ -462,7 +468,7 @@ vec3 shadowTest(sampler2DShadow shadowMap,
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos.xy, lPos.z - shadowsBias, smSize
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lPos.xy, lPos.z - shadowsBias - 0.0001, smSize
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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@ -499,11 +505,22 @@ mat4 getCascadeMat(const float d, out int casi, out int casIndex) {
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// ..
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}
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float worldPerTexel(const mat4 LWVP, const vec2 smSize) {
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return max(1.0 / abs(LWVP[0][0]), 1.0 / abs(LWVP[1][1])) / smSize.x;
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}
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float nlSlopeBias(const vec3 n, const mat4 LWVP, const float wpt) {
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vec3 ldir = normalize(vec3(LWVP[0][2], LWVP[1][2], LWVP[2][2]));
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float ndotl = max(abs(dot(n, ldir)), 0.05);
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float tanTheta = min(sqrt(1.0 - ndotl * ndotl) / ndotl, 1.5);
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return wpt * tanTheta * abs(LWVP[2][2]);
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}
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vec3 shadowTestCascade(sampler2DShadow shadowMap,
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#ifdef _ShadowMapTransparent
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sampler2D shadowMapTransparent,
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#endif
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const vec3 eye, const vec3 p, const float shadowsBias
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const vec3 eye, const vec3 p, const vec3 n, const float shadowsBias
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#ifdef _ShadowMapTransparent
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, const bool transparent
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#endif
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@ -522,8 +539,10 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
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int casi;
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int casIndex;
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mat4 LWVP = getCascadeMat(d, casi, casIndex);
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vec4 lPos = LWVP * vec4(p, 1.0);
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float wpt = worldPerTexel(LWVP, smSize);
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vec4 lPos = LWVP * vec4(p + n * 0.5 * wpt, 1.0);
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lPos.xyz /= lPos.w;
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float scaledBias = shadowsBias + nlSlopeBias(n, LWVP, wpt);
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#ifdef _ShadowMapAtlas
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tileBounds = tileBoundsSunArray[casi];
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@ -536,7 +555,7 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos.xy, lPos.z - shadowsBias, smSize,
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lPos.xy, lPos.z - scaledBias, smSize,
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tileBounds.xy, tileBounds.zw
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#ifdef _ShadowMapTransparent
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, transparent
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@ -547,7 +566,7 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos.xy, lPos.z - shadowsBias, smSize
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lPos.xy, lPos.z - scaledBias, smSize
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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@ -569,8 +588,10 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
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casData[casIndex2 + 2],
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casData[casIndex2 + 3]);
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vec4 lPos2 = LWVP2 * vec4(p, 1.0);
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float wpt2 = worldPerTexel(LWVP2, smSize);
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vec4 lPos2 = LWVP2 * vec4(p + n * 0.5 * wpt2, 1.0);
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lPos2.xyz /= lPos2.w;
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float scaledBias2 = shadowsBias + nlSlopeBias(n, LWVP2, wpt2);
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vec3 visibility2 = vec3(1.0);
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// use lPos2 coordinates for second cascade, not lPos
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#ifdef _ShadowMapAtlas
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@ -582,7 +603,7 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos2.xy, lPos2.z - shadowsBias, smSize,
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lPos2.xy, lPos2.z - scaledBias2, smSize,
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tileBounds.xy, tileBounds.zw
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#ifdef _ShadowMapTransparent
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, transparent
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@ -593,7 +614,7 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
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#ifdef _ShadowMapTransparent
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shadowMapTransparent,
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#endif
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lPos2.xy, lPos2.z - shadowsBias, smSize
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lPos2.xy, lPos2.z - scaledBias2, smSize
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#ifdef _ShadowMapTransparent
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, transparent
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#endif
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@ -612,4 +633,4 @@ vec3 shadowTestCascade(sampler2DShadow shadowMap,
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// if (ci == 12) albedo.rgb = vec3(1.0, 1.0, 0.0);
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}
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#endif
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#endif
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#endif
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@ -674,7 +674,7 @@ class LightObject extends Object {
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break;
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}
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if (discardLightCulled(light)) continue;
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if (light.data.raw.type == type) {
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if (light.data.raw.type == type || (type == "spot" && light.data.raw.type == "area")) {
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m.setFrom(light.VP);
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m.multmat(Uniforms.biasMat);
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#if lnx_shadowmap_atlas
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@ -711,8 +711,8 @@ class LightObject extends Object {
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LWVPMatrixArray[i * 16 + 13] = m._31;
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LWVPMatrixArray[i * 16 + 14] = m._32;
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LWVPMatrixArray[i * 16 + 15] = m._33;
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i++; // only increment in light type
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}
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}
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i++;
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}
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return LWVPMatrixArray;
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}
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@ -791,7 +791,7 @@ class LightObject extends Object {
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public static var spotTileBoundsArray: Float32Array = null;
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public static function updateSpotTileBoundsArray(): Float32Array {
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var maxLights = getMaxLights();
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var maxLights = maxLightsCluster;
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if (spotTileBoundsArray == null) {
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spotTileBoundsArray = new Float32Array(maxLights * 4);
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}
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@ -799,19 +799,20 @@ class LightObject extends Object {
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var i = 0;
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for (light in Scene.active.lights) {
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if (i >= maxLights) break;
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if (!light.visible || light.data.raw.type != "spot") continue;
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if (!light.data.raw.cast_shadow || light.data.raw.strength == 0.0) continue;
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var idx = i * 4;
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spotTileBoundsArray[idx ] = light.tileOffsetX[0];
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spotTileBoundsArray[idx + 2] = light.tileOffsetX[0] + light.tileScale[0];
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#if (!kha_opengl)
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// flip bounds
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spotTileBoundsArray[idx + 1] = 1.0 - (light.tileOffsetY[0] + light.tileScale[0]);
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spotTileBoundsArray[idx + 3] = 1.0 - light.tileOffsetY[0];
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#else
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spotTileBoundsArray[idx + 1] = light.tileOffsetY[0];
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spotTileBoundsArray[idx + 3] = light.tileOffsetY[0] + light.tileScale[0];
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#end
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if (discardLightCulled(light)) continue;
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if ((light.data.raw.type == "spot" || light.data.raw.type == "area") && light.data.raw.cast_shadow) {
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var idx = i * 4;
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spotTileBoundsArray[idx ] = light.tileOffsetX[0];
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spotTileBoundsArray[idx + 2] = light.tileOffsetX[0] + light.tileScale[0];
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#if (!kha_opengl)
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// flip bounds
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spotTileBoundsArray[idx + 1] = 1.0 - (light.tileOffsetY[0] + light.tileScale[0]);
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spotTileBoundsArray[idx + 3] = 1.0 - light.tileOffsetY[0];
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#else
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spotTileBoundsArray[idx + 1] = light.tileOffsetY[0];
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spotTileBoundsArray[idx + 3] = light.tileOffsetY[0] + light.tileScale[0];
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#end
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}
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i++;
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}
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return spotTileBoundsArray;
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@ -928,6 +928,14 @@ class Uniforms {
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case "_tileBoundsSunArray": {
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fa = LightObject.updateSunTileBoundsArray();
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}
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case "_tileBoundsSpotArray": {
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fa = LightObject.updateSpotTileBoundsArray();
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}
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#end
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#if (!lnx_clusters && lnx_spot)
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case "_biasLightWorldViewProjectionMatrixSpotArray": {
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fa = updateSpotMatrixFloats();
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}
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#end
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}
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@ -1387,6 +1395,11 @@ class Uniforms {
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fa = LightObject.updateLWVPMatrixArray(object, "spot");
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}
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#end // lnx_clusters
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#if (!lnx_clusters && lnx_spot)
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case "_biasLightWorldViewProjectionMatrixSpotArray": {
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fa = updateSpotMatrixFloats();
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}
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#end
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#if lnx_morph_target
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case "_morphWeights": {
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fa = cast(object, MeshObject).morphTarget.morphWeights;
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@ -1473,6 +1486,32 @@ class Uniforms {
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}
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return null;
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}
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static var spotMatrixFloats: Float32Array = null;
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static function updateSpotMatrixFloats(): Float32Array {
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var light = getSpot(0);
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if (light == null) return null;
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if (spotMatrixFloats == null) spotMatrixFloats = new Float32Array(16);
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helpMat.setFrom(light.VP);
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helpMat.multmat(biasMat);
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spotMatrixFloats[0 ] = helpMat._00;
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spotMatrixFloats[1 ] = helpMat._01;
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spotMatrixFloats[2 ] = helpMat._02;
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spotMatrixFloats[3 ] = helpMat._03;
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spotMatrixFloats[4 ] = helpMat._10;
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spotMatrixFloats[5 ] = helpMat._11;
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spotMatrixFloats[6 ] = helpMat._12;
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spotMatrixFloats[7 ] = helpMat._13;
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spotMatrixFloats[8 ] = helpMat._20;
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spotMatrixFloats[9 ] = helpMat._21;
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spotMatrixFloats[10] = helpMat._22;
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spotMatrixFloats[11] = helpMat._23;
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spotMatrixFloats[12] = helpMat._30;
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spotMatrixFloats[13] = helpMat._31;
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spotMatrixFloats[14] = helpMat._32;
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spotMatrixFloats[15] = helpMat._33;
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return spotMatrixFloats;
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}
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#end
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static function currentMat(object: Object): MaterialData {
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@ -171,7 +171,7 @@ class Inc {
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var t = new RenderTargetRaw();
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t.name = name;
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t.width = t.height = size;
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t.format = transparent ? "RGBA64" : "DEPTH16";
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t.format = transparent ? "RGBA128" : "DEPTH16";
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return path.createRenderTarget(t);
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}
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@ -498,7 +498,7 @@ class Inc {
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t.name = target;
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t.width = sizew;
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t.height = sizeh;
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t.format = transparent ? "RGBA64" : "DEPTH16";
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t.format = transparent ? "RGBA128" : "DEPTH16";
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rt = path.createRenderTarget(t);
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}
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}
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@ -540,7 +540,7 @@ class RenderPathDeferred {
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t2.name = "empty_shadowmap_transparent";
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t2.width = 1;
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t2.height = 1;
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t2.format = "RGBA64";
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t2.format = "RGBA128";
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path.createRenderTarget(t2);
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path.setTarget("empty_shadowmap_transparent");
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path.currentG.clear(0xffffffff, null);
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@ -43,7 +43,7 @@ def make(context_id, rpasses, shadowmap=False, shadowmap_transparent=False):
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'name': context_id,
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'vertex_elements': vs,
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'depth_write': False,
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'depth_read': True,
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'depth_read': False,
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'compare_mode': 'less',
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'cull_mode': 'clockwise',
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'blend_source': 'blend_zero',
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@ -241,6 +241,7 @@ def make(context_id, rpasses, shadowmap=False, shadowmap_transparent=False):
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vert.add_out('vec4 wvpposition')
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vert.write('wvpposition = gl_Position;')
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frag.write('float depth = (wvpposition.z / wvpposition.w) * 0.5 + 0.5;')
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frag.write('depth += 0.00002 + min(max(abs(dFdx(gl_FragCoord.z)), abs(dFdy(gl_FragCoord.z))), 0.0005);')
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frag.write('vec3 color = mix(vec3(1.0), basecol, opacity);')
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frag.write('fragColor = vec4(color, depth);')
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@ -248,12 +249,16 @@ def make(context_id, rpasses, shadowmap=False, shadowmap_transparent=False):
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if mat_state.material.lnx_discard:
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opac = mat_state.material.lnx_discard_opacity_shadows
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frag.write('if (opacity < {0}) discard;'.format(opac))
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elif rpdat.rp_renderer == 'Deferred' and 'translucent' in rpasses and not shadowmap:
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elif shadowmap or (rpdat.rp_renderer == 'Deferred' and 'translucent' in rpasses):
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pass
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else:
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opac = '1.0'
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frag.write('if (opacity < {0}) discard;'.format(opac))
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if shadowmap and not shadowmap_transparent:
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frag.write('vec2 sdz = vec2(dFdx(gl_FragCoord.z), dFdy(gl_FragCoord.z));')
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frag.write('gl_FragDepth = gl_FragCoord.z + (0.00002 + min(max(abs(sdz.x), abs(sdz.y)), 0.0005)) * float(gl_FragCoord.w == 1.0);')
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make_finalize.make(con_depth)
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assets.vs_equal(con_depth, assets.shader_cons['depth_vert'])
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@ -415,9 +415,10 @@ def make_forward_mobile(con_mesh):
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frag.write('vec3 svisibility = vec3(1.0);')
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frag.write('float sdotNL = max(dot(n, sunDir), 0.0);')
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if is_shadows:
|
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vert.add_out('vec4 lightPosition')
|
||||
vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrixSun')
|
||||
vert.write('lightPosition = LWVP * spos;')
|
||||
if not '_CSM' in wrd.world_defs:
|
||||
vert.add_out('vec4 lightPosition')
|
||||
vert.add_uniform('mat4 LWVP', '_biasLightWorldViewProjectionMatrixSun')
|
||||
vert.write('lightPosition = LWVP * spos;')
|
||||
frag.add_uniform('bool receiveShadow')
|
||||
frag.add_uniform(f'sampler2DShadow {shadowmap_sun}')
|
||||
if is_transparent_shadows:
|
||||
@ -435,7 +436,7 @@ def make_forward_mobile(con_mesh):
|
||||
frag.write(f'svisibility = shadowTestCascade({shadowmap_sun},')
|
||||
if is_transparent_shadows:
|
||||
frag.write(f'{shadowmap_sun_tr},')
|
||||
frag.write('eye, wposition + n * shadowsBias * 10, shadowsBias')
|
||||
frag.write('eye, wposition, n, shadowsBias')
|
||||
if is_transparent_shadows:
|
||||
frag.write(', opacity != 1.0')
|
||||
frag.write(');')
|
||||
@ -826,7 +827,7 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
|
||||
frag.write(f'svisibility = shadowTestCascade({shadowmap_sun},')
|
||||
if is_transparent_shadows:
|
||||
frag.write(f'{shadowmap_sun_tr},')
|
||||
frag.write('eye, wposition + n * shadowsBias * 10, shadowsBias')
|
||||
frag.write('eye, wposition, n, shadowsBias')
|
||||
if is_transparent_shadows:
|
||||
frag.write(', false')
|
||||
frag.write(');')
|
||||
|
||||
@ -328,7 +328,7 @@ def make_gi(context_id):
|
||||
frag.write(f'svisibility = shadowTestCascade({shadowmap_sun},')
|
||||
if is_transparent_shadows:
|
||||
frag.write(f'{shadowmap_sun_tr},')
|
||||
frag.write('eye, P + N * shadowsBias * 10, shadowsBias')
|
||||
frag.write('eye, P, N, shadowsBias')
|
||||
if is_transparent_shadows:
|
||||
frag.write(', false')
|
||||
frag.write(');')
|
||||
|
||||
@ -58,7 +58,7 @@ def get_rpasses(material):
|
||||
ar.append('depth')
|
||||
|
||||
if material.lnx_cast_shadow and rpdat.rp_shadows and ('mesh' in ar):
|
||||
if 'translucent' in ar or 'refraction' in ar:
|
||||
if ('translucent' in ar or 'refraction' in ar) and rpdat.rp_shadowmap_transparent:
|
||||
ar.append('shadowmap_transparent')
|
||||
else:
|
||||
ar.append('shadowmap')
|
||||
|
||||
@ -661,7 +661,7 @@ def init_properties():
|
||||
bpy.types.Light.lnx_clip_start = FloatProperty(name="Clip Start", default=0.1)
|
||||
bpy.types.Light.lnx_clip_end = FloatProperty(name="Clip End", default=50.0)
|
||||
bpy.types.Light.lnx_fov = FloatProperty(name="Field of View", default=0.84)
|
||||
bpy.types.Light.lnx_shadows_bias = FloatProperty(name="Bias", description="Depth offset to fight shadow acne", default=1.0)
|
||||
bpy.types.Light.lnx_shadows_bias = FloatProperty(name="Bias", description="Depth offset to fight shadow acne", default=0.0)
|
||||
# For world
|
||||
bpy.types.World.lnx_light_ies_texture = BoolProperty(name="IES Texture (iestexture.png)", default=False, update=assets.invalidate_compiler_cache)
|
||||
bpy.types.World.lnx_light_clouds_texture = BoolProperty(name="Clouds Texture (cloudstexture.png)", default=False, update=assets.invalidate_compiler_cache)
|
||||
|
||||
Reference in New Issue
Block a user