mirror of
https://github.com/seigler/webgl-threejs-hello
synced 2025-07-27 01:36:14 +00:00
84 lines
2.8 KiB
GLSL
84 lines
2.8 KiB
GLSL
#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 );
|
|
}
|