break shadow computes out into include file
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								Effects/FXB/DeferredPBR_DirectionalLightEffect.fxb (Stored with Git LFS)
								
								
								
								
							
							
						
						
									
										
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							|  | @ -1,5 +1,6 @@ | |||
| #include "Macros.fxh" //from FNA | ||||
| #include "Lighting.fxh" | ||||
| #include "Shadow.fxh" | ||||
| 
 | ||||
| static const int NUM_SHADOW_CASCADES = 4; | ||||
| 
 | ||||
|  | @ -35,26 +36,6 @@ MATRIX_CONSTANTS | |||
| 
 | ||||
| END_CONSTANTS | ||||
| 
 | ||||
| static float2 poissonDisk[16] =  | ||||
| { | ||||
|    float2( -0.94201624, -0.39906216 ),  | ||||
|    float2( 0.94558609, -0.76890725 ),  | ||||
|    float2( -0.094184101, -0.92938870 ),  | ||||
|    float2( 0.34495938, 0.29387760 ),  | ||||
|    float2( -0.91588581, 0.45771432 ),  | ||||
|    float2( -0.81544232, -0.87912464 ),  | ||||
|    float2( -0.38277543, 0.27676845 ),  | ||||
|    float2( 0.97484398, 0.75648379 ),  | ||||
|    float2( 0.44323325, -0.97511554 ),  | ||||
|    float2( 0.53742981, -0.47373420 ),  | ||||
|    float2( -0.26496911, -0.41893023 ),  | ||||
|    float2( 0.79197514, 0.19090188 ),  | ||||
|    float2( -0.24188840, 0.99706507 ),  | ||||
|    float2( -0.81409955, 0.91437590 ),  | ||||
|    float2( 0.19984126, 0.78641367 ),  | ||||
|    float2( 0.14383161, -0.14100790 )  | ||||
| }; | ||||
| 
 | ||||
| struct VertexInput | ||||
| { | ||||
|     float4 Position : POSITION; | ||||
|  | @ -79,35 +60,8 @@ PixelInput main_vs(VertexInput input) | |||
| 
 | ||||
| // Pixel Shader | ||||
| 
 | ||||
| // Returns a random number based on a vec3 and an int. | ||||
| float random(float3 seed, int i){ | ||||
| 	float4 seed4 = float4(seed, i); | ||||
| 	float dot_product = dot(seed4, float4(12.9898,78.233,45.164,94.673)); | ||||
| 	return frac(sin(dot_product) * 43758.5453); | ||||
| } | ||||
| 
 | ||||
| float PoissonCoord(sampler shadowMap, float3 worldPosition, float2 texCoord, float fragmentDepth, float bias) | ||||
| { | ||||
|     float visibility = 1.0; | ||||
| 
 | ||||
|     for (int i = 0; i < 16; i++) | ||||
|     { | ||||
|         int index = int(16.0 * random(floor(worldPosition * 1000.0), i)) % 16; | ||||
| 
 | ||||
|         if (tex2D(shadowMap, texCoord + poissonDisk[index] / 1024.0).r < fragmentDepth - bias) | ||||
|         { | ||||
|             visibility -= 0.05; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     return visibility; | ||||
| } | ||||
| 
 | ||||
| float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L) | ||||
| { | ||||
|     float bias = 0.005 * tan(acos(dot(N, L))); | ||||
|     bias = clamp(bias, 0, 0.01); | ||||
| 
 | ||||
|     float4 positionCameraSpace = mul(float4(positionWorldSpace, 1.0), ViewMatrix); | ||||
| 
 | ||||
|     int shadowCascadeIndex = 0; // 0 is closest | ||||
|  | @ -139,69 +93,52 @@ float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L) | |||
|         lightSpaceMatrix = LightSpaceMatrixFour; | ||||
|     } | ||||
| 
 | ||||
|     float4 positionLightSpace = mul(float4(positionWorldSpace, 1.0), lightSpaceMatrix); | ||||
|     | ||||
|     // maps to [-1, 1] | ||||
|     float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w; | ||||
| 
 | ||||
|     // maps to [0, 1] | ||||
|     projectionCoords.x = (projectionCoords.x * 0.5) + 0.5; | ||||
|     projectionCoords.y = (projectionCoords.y * 0.5) + 0.5; | ||||
|     projectionCoords.y *= -1; | ||||
|     // in XNA clip z is 0 to 1 already | ||||
| 
 | ||||
|     if (projectionCoords.z > 1.0) | ||||
|     { | ||||
|         return 1.0; | ||||
|     } | ||||
| 
 | ||||
|     float inc = 1.0 / ShadowMapSize; // TODO: shadow map size uniform | ||||
| 
 | ||||
|     // PCF + Poisson soft shadows | ||||
|     float visibility = 0.0; | ||||
|     // for (int row = -1; row <= 1; row++) | ||||
|     // { | ||||
|     //     for (int col = -1; col <= 1; col++) | ||||
|     //     { | ||||
|     //         if (shadowCascadeIndex == 0) | ||||
|     //         { | ||||
|     //             visibility += PoissonCoord(SAMPLER(shadowMapOne), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias); | ||||
|     //         } | ||||
|     //         else if (shadowCascadeIndex == 1) | ||||
|     //         { | ||||
|     //             visibility += PoissonCoord(SAMPLER(shadowMapTwo), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias); | ||||
|     //         } | ||||
|     //         else if (shadowCascadeIndex == 2) | ||||
|     //         { | ||||
|     //             visibility += PoissonCoord(SAMPLER(shadowMapThree), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias); | ||||
|     //         } | ||||
|     //         else | ||||
|     //         { | ||||
|     //             visibility += PoissonCoord(SAMPLER(shadowMapFour), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias); | ||||
|     //         } | ||||
|     //     } | ||||
|     // } | ||||
| 
 | ||||
|     // visibility /= 9.0; | ||||
| 
 | ||||
|     if (shadowCascadeIndex == 0) | ||||
|     { | ||||
|         visibility = PoissonCoord(SAMPLER(shadowMapOne), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias); | ||||
|         return PoissonShadow( | ||||
|             positionWorldSpace, | ||||
|             N, | ||||
|             L, | ||||
|             lightSpaceMatrix, | ||||
|             SAMPLER(shadowMapOne), | ||||
|             ShadowMapSize | ||||
|         ); | ||||
|     } | ||||
|     else if (shadowCascadeIndex == 1) | ||||
|     { | ||||
|         visibility = PoissonCoord(SAMPLER(shadowMapTwo), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias); | ||||
|         return PoissonShadow( | ||||
|             positionWorldSpace, | ||||
|             N, | ||||
|             L, | ||||
|             lightSpaceMatrix, | ||||
|             SAMPLER(shadowMapTwo), | ||||
|             ShadowMapSize | ||||
|         ); | ||||
|     } | ||||
|     else if (shadowCascadeIndex == 2) | ||||
|     { | ||||
|         visibility = PoissonCoord(SAMPLER(shadowMapThree), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias); | ||||
|         return PoissonShadow( | ||||
|             positionWorldSpace, | ||||
|             N, | ||||
|             L, | ||||
|             lightSpaceMatrix, | ||||
|             SAMPLER(shadowMapThree), | ||||
|             ShadowMapSize | ||||
|         ); | ||||
|     } | ||||
|     else | ||||
|     { | ||||
|         visibility = PoissonCoord(SAMPLER(shadowMapFour), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias); | ||||
|         return PoissonShadow( | ||||
|             positionWorldSpace, | ||||
|             N, | ||||
|             L, | ||||
|             lightSpaceMatrix, | ||||
|             SAMPLER(shadowMapFour), | ||||
|             ShadowMapSize | ||||
|         ); | ||||
|     } | ||||
| 
 | ||||
|     return visibility; | ||||
| } | ||||
| 
 | ||||
| float4 ComputeColor( | ||||
|  |  | |||
|  | @ -0,0 +1,87 @@ | |||
| static float2 poissonDisk[16] =  | ||||
| { | ||||
|    float2( -0.94201624, -0.39906216 ),  | ||||
|    float2( 0.94558609, -0.76890725 ),  | ||||
|    float2( -0.094184101, -0.92938870 ),  | ||||
|    float2( 0.34495938, 0.29387760 ),  | ||||
|    float2( -0.91588581, 0.45771432 ),  | ||||
|    float2( -0.81544232, -0.87912464 ),  | ||||
|    float2( -0.38277543, 0.27676845 ),  | ||||
|    float2( 0.97484398, 0.75648379 ),  | ||||
|    float2( 0.44323325, -0.97511554 ),  | ||||
|    float2( 0.53742981, -0.47373420 ),  | ||||
|    float2( -0.26496911, -0.41893023 ),  | ||||
|    float2( 0.79197514, 0.19090188 ),  | ||||
|    float2( -0.24188840, 0.99706507 ),  | ||||
|    float2( -0.81409955, 0.91437590 ),  | ||||
|    float2( 0.19984126, 0.78641367 ),  | ||||
|    float2( 0.14383161, -0.14100790 )  | ||||
| }; | ||||
| 
 | ||||
| // TODO: this should probably sample a noise texture instead | ||||
| // Returns a random number based on a vec3 and an int. | ||||
| float random(float3 seed, int i){ | ||||
| 	float4 seed4 = float4(seed, i); | ||||
| 	float dot_product = dot(seed4, float4(12.9898,78.233,45.164,94.673)); | ||||
| 	return frac(sin(dot_product) * 43758.5453); | ||||
| } | ||||
| 
 | ||||
| float PoissonCoord(sampler shadowMap, float3 worldPosition, float2 texCoord, float fragmentDepth, float bias) | ||||
| { | ||||
|     float visibility = 1.0; | ||||
| 
 | ||||
|     for (int i = 0; i < 16; i++) | ||||
|     { | ||||
|         int index = int(16.0 * random(floor(worldPosition * 1000.0), i)) % 16; | ||||
| 
 | ||||
|         if (tex2D(shadowMap, texCoord + poissonDisk[index] / 1024.0).r < fragmentDepth - bias) | ||||
|         { | ||||
|             visibility -= 0.05; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     return visibility; | ||||
| } | ||||
| 
 | ||||
| float PoissonShadow( | ||||
|     float3 positionWorldSpace,  | ||||
|     float3 N,  | ||||
|     float3 L, | ||||
|     float4x4 lightSpaceMatrix, | ||||
|     sampler shadowMap, | ||||
|     int shadowMapSize | ||||
| ) { | ||||
|     float bias = 0.005 * tan(acos(dot(N, L))); | ||||
|     bias = clamp(bias, 0, 0.01); | ||||
| 
 | ||||
|     float4 positionLightSpace = mul(float4(positionWorldSpace, 1.0), lightSpaceMatrix); | ||||
| 
 | ||||
|     // maps to [-1, 1] | ||||
|     float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w; | ||||
| 
 | ||||
|     // maps to [0, 1] | ||||
|     // NOTE: In XNA, clip space z is [0, 1] range | ||||
|     projectionCoords.x = (projectionCoords.x * 0.5) + 0.5; | ||||
|     projectionCoords.y = (projectionCoords.y * 0.5) + 0.5; | ||||
|     projectionCoords.y *= -1; | ||||
| 
 | ||||
|     if (projectionCoords.z > 1.0) | ||||
|     { | ||||
|         return 1.0; | ||||
|     } | ||||
| 
 | ||||
|     float inc = 1.0 / shadowMapSize; | ||||
| 
 | ||||
|     // Poisson soft shadows | ||||
|     float visibility = 0.0; | ||||
| 
 | ||||
|     visibility = PoissonCoord( | ||||
|         shadowMap,  | ||||
|         positionWorldSpace, | ||||
|         projectionCoords.xy, | ||||
|         projectionCoords.z, | ||||
|         bias | ||||
|     ); | ||||
| 
 | ||||
|     return visibility; | ||||
| } | ||||
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