Fast moving clouds with transparency and shadows

This commit is contained in:
Joshua Seigler 2018-10-12 02:13:57 -04:00
parent 9dc521e39a
commit 8721b90d84
11 changed files with 88 additions and 111 deletions

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#define LIGHT_WORLD_SIZE 0.005
#define LIGHT_FRUSTUM_WIDTH 3.75
#define LIGHT_SIZE_UV (LIGHT_WORLD_SIZE / LIGHT_FRUSTUM_WIDTH)
#define NEAR_PLANE 9.5
#define NUM_SAMPLES 17
#define NUM_RINGS 11
#define BLOCKER_SEARCH_NUM_SAMPLES NUM_SAMPLES
#define PCF_NUM_SAMPLES NUM_SAMPLES
vec2 poissonDisk[NUM_SAMPLES];
void initPoissonSamples( const in vec2 randomSeed ) {
float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
float angle = rand( randomSeed ) * PI2;
float radius = INV_NUM_SAMPLES;
float radiusStep = radius;
for( int i = 0; i < NUM_SAMPLES; i ++ ) {
poissonDisk[i] = vec2( cos( angle ), sin( angle ) ) * pow( radius, 0.75 );
radius += radiusStep;
angle += ANGLE_STEP;
}
}
float penumbraSize( const in float zReceiver, const in float zBlocker ) { // Parallel plane estimation
return (zReceiver - zBlocker) / zBlocker;
}
float findBlocker( sampler2D shadowMap, const in vec2 uv, const in float zReceiver ) {
// This uses similar triangles to compute what
// area of the shadow map we should search
float searchRadius = LIGHT_SIZE_UV * ( zReceiver - NEAR_PLANE ) / zReceiver;
float blockerDepthSum = 0.0;
int numBlockers = 0;
for( int i = 0; i < BLOCKER_SEARCH_NUM_SAMPLES; i++ ) {
float shadowMapDepth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * searchRadius));
if ( shadowMapDepth < zReceiver ) {
blockerDepthSum += shadowMapDepth;
numBlockers ++;
}
}
if( numBlockers == 0 ) return -1.0;
return blockerDepthSum / float( numBlockers );
}
float PCF_Filter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius ) {
float sum = 0.0;
for( int i = 0; i < PCF_NUM_SAMPLES; i ++ ) {
float depth = unpackRGBAToDepth( texture2D( shadowMap, uv + poissonDisk[ i ] * filterRadius ) );
if( zReceiver <= depth ) sum += 1.0;
}
for( int i = 0; i < PCF_NUM_SAMPLES; i ++ ) {
float depth = unpackRGBAToDepth( texture2D( shadowMap, uv + -poissonDisk[ i ].yx * filterRadius ) );
if( zReceiver <= depth ) sum += 1.0;
}
return sum / ( 2.0 * float( PCF_NUM_SAMPLES ) );
}
float PCSS ( sampler2D shadowMap, vec4 coords ) {
vec2 uv = coords.xy;
float zReceiver = coords.z; // Assumed to be eye-space z in this code
initPoissonSamples( uv );
// STEP 1: blocker search
float avgBlockerDepth = findBlocker( shadowMap, uv, zReceiver );
//There are no occluders so early out (this saves filtering)
if( avgBlockerDepth == -1.0 ) return 1.0;
// STEP 2: penumbra size
float penumbraRatio = penumbraSize( zReceiver, avgBlockerDepth );
float filterRadius = penumbraRatio * LIGHT_SIZE_UV * NEAR_PLANE / zReceiver;
// STEP 3: filtering
//return avgBlockerDepth;
return PCF_Filter( shadowMap, uv, zReceiver, filterRadius );
}

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uniform sampler2D texture;
varying vec2 vUV;
vec4 pack_depth(const in float depth) {
const vec4 bit_shift = vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0);
const vec4 bit_mask = vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
vec4 res = fract(depth * bit_shift);
res -= res.xxyz * bit_mask;
return res;
}
void main() {
vec4 pixel = texture2D(texture, vUV);
if (pixel.a < 0.5) discard;
gl_FragData[0] = pack_depth(gl_FragCoord.z);
}

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varying vec2 vUV;
void main() {
vUV = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}