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https://github.com/seigler/webgl-threejs-hello
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⚡ start adding PCSS shading
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3 changed files with 105 additions and 4 deletions
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@ -11,7 +11,7 @@ class Lighting extends THREE.Object3D {
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dirLight.castShadow = true;
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dirLight.castShadow = true;
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dirLight.shadow.mapSize.width = 1024;
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dirLight.shadow.mapSize.width = 1024;
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dirLight.shadow.mapSize.heigth = 1024;
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dirLight.shadow.mapSize.height = 1024;
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dirLight.shadow.radius = 3;
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dirLight.shadow.radius = 3;
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let d = 10;
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let d = 10;
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@ -1,3 +1,5 @@
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// import PCSS from '../shaders/PCSS-frag';
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export default class Webgl {
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export default class Webgl {
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constructor(w, h) {
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constructor(w, h) {
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this.scene = new THREE.Scene();
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this.scene = new THREE.Scene();
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@ -8,16 +10,31 @@ export default class Webgl {
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this.camera = new THREE.PerspectiveCamera(50, w / h, 0.1, 1000);
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this.camera = new THREE.PerspectiveCamera(50, w / h, 0.1, 1000);
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this.camera.position.z = 10;
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this.camera.position.z = 10;
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// // overwrite shadowmap code
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// let shader = THREE.ShaderChunk.shadowmap_pars_fragment;
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// shader = shader.replace(
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// '#ifdef USE_SHADOWMAP',
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// '#ifdef USE_SHADOWMAP\n' + PCSS
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// );
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// shader = shader.replace(
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// '#if defined( SHADOWMAP_TYPE_PCF )',
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// `
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// return PCSS( shadowMap, shadowCoord );
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// #if defined( SHADOWMAP_TYPE_PCF )`
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// );
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// THREE.ShaderChunk.shadowmap_pars_fragment = shader;
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this._renderer = new THREE.WebGLRenderer({
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this._renderer = new THREE.WebGLRenderer({
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antialias: true,
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antialias: true,
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alpha: false,
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});
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});
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this._renderer.setPixelRatio(window.devicePixelRatio);
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this._renderer.setPixelRatio(window.devicePixelRatio);
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this._renderer.gammaInput = true;
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this._renderer.gammaInput = true;
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this._renderer.gammaOutput = true;
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this._renderer.gammaOutput = true;
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this._renderer.shadowMap.enabled = true;
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this._renderer.shadowMap.enabled = true;
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this._renderer.shadowMap.bias = -0.0001;
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this._renderer.shadowMap.type = THREE.BasicShadowMap;
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this._renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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this.dom = this._renderer.domElement;
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this.dom = this._renderer.domElement;
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this.usePostprocessing = true;
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this.usePostprocessing = true;
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84
app/js/shaders/PCSS-frag.glsl
Normal file
84
app/js/shaders/PCSS-frag.glsl
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@ -0,0 +1,84 @@
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#define LIGHT_WORLD_SIZE 0.005
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#define LIGHT_FRUSTUM_WIDTH 3.75
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#define LIGHT_SIZE_UV (LIGHT_WORLD_SIZE / LIGHT_FRUSTUM_WIDTH)
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#define NEAR_PLANE 9.5
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#define NUM_SAMPLES 17
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#define NUM_RINGS 11
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#define BLOCKER_SEARCH_NUM_SAMPLES NUM_SAMPLES
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#define PCF_NUM_SAMPLES NUM_SAMPLES
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vec2 poissonDisk[NUM_SAMPLES];
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void initPoissonSamples( const in vec2 randomSeed ) {
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float ANGLE_STEP = PI2 * float( NUM_RINGS ) / float( NUM_SAMPLES );
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float INV_NUM_SAMPLES = 1.0 / float( NUM_SAMPLES );
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// jsfiddle that shows sample pattern: https://jsfiddle.net/a16ff1p7/
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float angle = rand( randomSeed ) * PI2;
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float radius = INV_NUM_SAMPLES;
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float radiusStep = radius;
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for( int i = 0; i < NUM_SAMPLES; i ++ ) {
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poissonDisk[i] = vec2( cos( angle ), sin( angle ) ) * pow( radius, 0.75 );
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radius += radiusStep;
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angle += ANGLE_STEP;
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}
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}
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float penumbraSize( const in float zReceiver, const in float zBlocker ) { // Parallel plane estimation
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return (zReceiver - zBlocker) / zBlocker;
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}
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float findBlocker( sampler2D shadowMap, const in vec2 uv, const in float zReceiver ) {
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// This uses similar triangles to compute what
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// area of the shadow map we should search
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float searchRadius = LIGHT_SIZE_UV * ( zReceiver - NEAR_PLANE ) / zReceiver;
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float blockerDepthSum = 0.0;
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int numBlockers = 0;
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for( int i = 0; i < BLOCKER_SEARCH_NUM_SAMPLES; i++ ) {
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float shadowMapDepth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * searchRadius));
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if ( shadowMapDepth < zReceiver ) {
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blockerDepthSum += shadowMapDepth;
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numBlockers ++;
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}
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}
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if( numBlockers == 0 ) return -1.0;
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return blockerDepthSum / float( numBlockers );
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}
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float PCF_Filter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius ) {
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float sum = 0.0;
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for( int i = 0; i < PCF_NUM_SAMPLES; i ++ ) {
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float depth = unpackRGBAToDepth( texture2D( shadowMap, uv + poissonDisk[ i ] * filterRadius ) );
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if( zReceiver <= depth ) sum += 1.0;
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}
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for( int i = 0; i < PCF_NUM_SAMPLES; i ++ ) {
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float depth = unpackRGBAToDepth( texture2D( shadowMap, uv + -poissonDisk[ i ].yx * filterRadius ) );
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if( zReceiver <= depth ) sum += 1.0;
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}
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return sum / ( 2.0 * float( PCF_NUM_SAMPLES ) );
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}
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float PCSS ( sampler2D shadowMap, vec4 coords ) {
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vec2 uv = coords.xy;
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float zReceiver = coords.z; // Assumed to be eye-space z in this code
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initPoissonSamples( uv );
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// STEP 1: blocker search
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float avgBlockerDepth = findBlocker( shadowMap, uv, zReceiver );
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//There are no occluders so early out (this saves filtering)
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if( avgBlockerDepth == -1.0 ) return 1.0;
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// STEP 2: penumbra size
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float penumbraRatio = penumbraSize( zReceiver, avgBlockerDepth );
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float filterRadius = penumbraRatio * LIGHT_SIZE_UV * NEAR_PLANE / zReceiver;
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// STEP 3: filtering
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//return avgBlockerDepth;
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return PCF_Filter( shadowMap, uv, zReceiver, filterRadius );
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}
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