2020-08-11 12:07:21 -04:00
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struct ComputedSurfaceInfo {
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vec3 N;
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vec3 V;
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2020-08-16 23:31:00 -04:00
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vec3 F0, diffuse_color;
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2020-08-11 12:07:21 -04:00
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float NdotV;
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float roughness, metallic;
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};
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ComputedSurfaceInfo compute_surface(const vec3 diffuse, const vec3 normal, const float metallic, const float roughness) {
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ComputedSurfaceInfo info;
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info.N = normalize(normal);
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info.V = normalize(scene.camPos.xyz - in_frag_pos);
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2020-08-14 22:31:21 -04:00
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info.NdotV = max(dot(info.N, info.V), 0.0);
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2020-08-11 12:07:21 -04:00
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info.metallic = metallic;
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2020-08-16 23:31:00 -04:00
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info.roughness = max(0.0001, roughness);
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2020-08-11 12:07:21 -04:00
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2020-08-16 23:31:00 -04:00
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info.F0 = 0.16 * (1.0 - info.metallic) + diffuse * info.metallic;
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info.diffuse_color = (1.0 - info.metallic) * diffuse;
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2020-08-11 12:07:21 -04:00
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return info;
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}
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2020-08-16 23:31:00 -04:00
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struct SurfaceBRDF {
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vec3 diffuse, specular;
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2020-08-11 12:07:21 -04:00
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float NdotL;
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};
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2020-08-16 23:31:00 -04:00
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SurfaceBRDF brdf(const vec3 L, const ComputedSurfaceInfo surface_info) {
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SurfaceBRDF info;
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2020-08-11 12:07:21 -04:00
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// half-vector
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const vec3 H = normalize(surface_info.V + L);
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const float HdotV = clamp(dot(H, surface_info.V), 0.0, 1.0);
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2020-08-16 23:31:00 -04:00
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// fresnel reflectance function
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const vec3 F = fresnel_schlick(surface_info.NdotV, surface_info.F0);
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// geometry function
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2020-08-11 12:07:21 -04:00
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const float D = ggx_distribution(surface_info.N, H, surface_info.roughness);
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2020-08-16 23:31:00 -04:00
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// normal distribution function
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2020-08-11 12:07:21 -04:00
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const float G = geometry_smith(surface_info.N, surface_info.V, L, surface_info.roughness);
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2020-08-16 23:31:00 -04:00
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2020-08-11 12:07:21 -04:00
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const vec3 numerator = F * G * D;
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const float denominator = 4.0 * surface_info.NdotV * clamp(dot(surface_info.N, L), 0.0, 1.0);
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2020-08-16 23:31:00 -04:00
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// cook-torrance specular brdf
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2020-08-11 12:07:21 -04:00
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info.specular = numerator / (denominator + 0.001);
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2020-08-16 23:31:00 -04:00
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// lambertian diffuse
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info.diffuse = surface_info.diffuse_color * (1.0 / PI);
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2020-08-11 12:07:21 -04:00
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info.NdotL = clamp(dot(surface_info.N, L), 0.0, 1.0);
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return info;
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}
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struct ComputedLightInformation {
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vec3 direction;
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float radiance;
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};
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float pcf_sun(const vec4 shadowCoords, const float uvRadius) {
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float sum = 0;
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for(int i = 0; i < 16; i++) {
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const float z = texture(sampler2D(sun_shadow, shadow_sampler), shadowCoords.xy + PoissonOffsets[i] * uvRadius).r;
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sum += (z < (shadowCoords.z - 0.005)) ? 0.0 : 1.0;
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}
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return sum / 16;
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}
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#ifdef SHADOW_FILTER_PCSS
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float search_width(const float uvLightSize, const float receiverDistance) {
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return uvLightSize * (receiverDistance - 0.1f) / receiverDistance;
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}
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float penumbra_size(const float zReceiver, const float zBlocker) {
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return (zReceiver - zBlocker) / zBlocker;
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}
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const int numBlockerSearchSamples = 16;
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void blocker_distance_sun(const vec3 shadowCoords, const float uvLightSize, inout float avgBlockerDistance, inout int blockers) {
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const float searchWidth = search_width(uvLightSize, shadowCoords.z);
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float blockerSum = 0.0;
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blockers = 0;
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for(int i = 0; i < numBlockerSearchSamples; i++) {
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const float z = texture(sampler2D(sun_shadow, shadow_sampler),
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shadowCoords.xy + PoissonOffsets[i] * searchWidth).r;
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if(z < shadowCoords.z) {
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blockerSum += z;
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blockers++;
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}
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}
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avgBlockerDistance = blockerSum / blockers;
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}
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float pcss_sun(const vec4 shadowCoords, float light_size_uv) {
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float average_blocker_depth = 0.0;
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int num_blockers = 0;
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blocker_distance_sun(shadowCoords.xyz, light_size_uv, average_blocker_depth, num_blockers);
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if(num_blockers < 1)
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return 1.0;
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const float penumbraWidth = penumbra_size(shadowCoords.z, average_blocker_depth);
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const float uvRadius = penumbraWidth * light_size_uv * 0.1 / shadowCoords.z;
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return pcf_sun(shadowCoords, uvRadius);
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}
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#endif
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ComputedLightInformation calculate_sun(Light light) {
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ComputedLightInformation light_info;
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light_info.direction = normalize(light.positionType.xyz - vec3(0));
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float shadow = 1.0;
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if(light.shadowsEnable.x == 1.0) {
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const vec4 shadowCoords = fragPosLightSpace / fragPosLightSpace.w;
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if(shadowCoords.z > -1.0 && shadowCoords.z < 1.0) {
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#ifdef SHADOW_FILTER_NONE
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shadow = (texture(sampler2D(sun_shadow, shadow_sampler), shadowCoords.xy).r < shadowCoords.z - 0.005) ? 0.0 : 1.0;
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#endif
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#ifdef SHADOW_FILTER_PCF
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shadow = pcf_sun(shadowCoords, 0.1);
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#endif
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#ifdef SHADOW_FILTER_PCSS
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shadow = pcss_sun(shadowCoords, light.shadowsEnable.y);
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#endif
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}
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}
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light_info.radiance = light.directionPower.w * shadow;
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return light_info;
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}
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float pcf_spot(const vec4 shadowCoords, const int index, const float uvRadius) {
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float sum = 0;
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for(int i = 0; i < 16; i++) {
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const float z = texture(sampler2DArray(spot_shadow, shadow_sampler), vec3(shadowCoords.xy + PoissonOffsets[i] * uvRadius, index)).r;
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sum += (z < (shadowCoords.z - 0.001)) ? 0.0 : 1.0;
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}
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return sum / 16;
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}
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#ifdef SHADOW_FILTER_PCSS
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void blocker_distance_spot(const vec3 shadowCoords, const int index, const float uvLightSize, inout float avgBlockerDistance, inout int blockers) {
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const float searchWidth = search_width(uvLightSize, shadowCoords.z);
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float blockerSum = 0.0;
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blockers = 0;
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for(int i = 0; i < numBlockerSearchSamples; i++) {
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const float z = texture(sampler2DArray(spot_shadow, shadow_sampler),
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vec3(shadowCoords.xy + PoissonOffsets[i] * searchWidth, index)).r;
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if(z > shadowCoords.z) {
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blockerSum += z;
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blockers++;
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}
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}
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avgBlockerDistance = blockerSum / blockers;
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}
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float pcss_spot(const vec4 shadowCoords, const int index, float light_size_uv) {
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float average_blocker_depth = 0.0;
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int num_blockers = 0;
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blocker_distance_spot(shadowCoords.xyz, index, light_size_uv, average_blocker_depth, num_blockers);
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if(num_blockers < 1)
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return 1.0;
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const float penumbraWidth = penumbra_size(shadowCoords.z, average_blocker_depth);
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const float uvRadius = penumbraWidth * light_size_uv * 0.1 / shadowCoords.z;
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return pcf_spot(shadowCoords, index, uvRadius);
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}
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#endif
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int last_spot_light = 0;
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ComputedLightInformation calculate_spot(Light light) {
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ComputedLightInformation light_info;
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light_info.direction = normalize(light.positionType.xyz - in_frag_pos);
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float shadow = 1.0;
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if(light.shadowsEnable.x == 1.0) {
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const vec4 shadowCoord = fragPostSpotLightSpace[last_spot_light] / fragPostSpotLightSpace[last_spot_light].w;
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if(shadowCoord.z > -1.0 && shadowCoord.z < 1.0) {
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#ifdef SHADOW_FILTER_NONE
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shadow = (texture(sampler2DArray(spot_shadow, shadow_sampler), vec3(shadowCoord.xy, last_spot_light)).r < shadowCoord.z) ? 0.0 : 1.0;
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#endif
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#ifdef SHADOW_FILTER_PCF
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shadow = pcf_spot(shadowCoord, last_spot_light, 0.1);
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#endif
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#ifdef SHADOW_FILTER_PCSS
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shadow = pcss_spot(shadowCoord, last_spot_light, light.shadowsEnable.y);
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#endif
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}
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last_spot_light++;
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}
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const float inner_cutoff = light.colorSize.w + radians(5);
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const float outer_cutoff = light.colorSize.w;
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const float theta = dot(light_info.direction, normalize(-light.directionPower.xyz));
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const float epsilon = inner_cutoff - outer_cutoff;
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const float intensity = clamp((theta - outer_cutoff) / epsilon, 0.0, 1.0);
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light_info.radiance = light.directionPower.w * shadow * intensity;
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return light_info;
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}
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#ifdef POINT_SHADOWS_SUPPORTED
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float pcf_point(const vec3 shadowCoords, const int index, const float uvRadius) {
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float sum = 0;
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for(int i = 0; i < 16; i++) {
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const float z = texture(samplerCubeArray(point_shadow, shadow_sampler), vec4(shadowCoords.xyz + vec3(PoissonOffsets[i].xy, PoissonOffsets[i].x) * uvRadius, index)).r;
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sum += (z < length(shadowCoords) - 0.05) ? 0.0 : 1.0;
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}
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return sum / 16;
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}
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#ifdef SHADOW_FILTER_PCSS
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void blocker_distance_point(const vec3 shadowCoords, const int index, const float uvLightSize, inout float avgBlockerDistance, inout int blockers) {
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const float searchWidth = search_width(uvLightSize, length(shadowCoords));
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float blockerSum = 0.0;
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blockers = 0;
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for(int i = 0; i < numBlockerSearchSamples; i++) {
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const float z = texture(samplerCubeArray(point_shadow, shadow_sampler),
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vec4(shadowCoords + vec3(PoissonOffsets[i], PoissonOffsets[i].x) * searchWidth, index)).r;
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if(z < length(shadowCoords)) {
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blockerSum += z;
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blockers++;
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}
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}
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avgBlockerDistance = blockerSum / blockers;
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}
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float pcss_point(const vec3 shadowCoords, const int index, float light_size_uv) {
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float average_blocker_depth = 0.0;
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int num_blockers = 0;
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blocker_distance_point(shadowCoords.xyz, index, light_size_uv, average_blocker_depth, num_blockers);
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if(num_blockers < 1)
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return 1.0;
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const float depth = length(shadowCoords);
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const float penumbraWidth = penumbra_size(depth, average_blocker_depth);
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const float uvRadius = penumbraWidth * light_size_uv;
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return pcf_point(shadowCoords, index, uvRadius);
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}
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#endif
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#endif
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int last_point_light = 0;
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ComputedLightInformation calculate_point(Light light) {
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ComputedLightInformation light_info;
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light_info.direction = normalize(light.positionType.xyz - in_frag_pos);
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const vec3 lightVec = in_frag_pos - light.positionType.xyz;
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// Check if fragment is in shadow
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float shadow = 1.0;
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#ifdef POINT_SHADOWS_SUPPORTED
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if(light.shadowsEnable.x == 1.0) {
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#ifdef SHADOW_FILTER_NONE
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const float sampledDist = texture(samplerCubeArray(point_shadow, shadow_sampler), vec4(lightVec, last_point_light++)).r;
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const float dist = length(lightVec);
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shadow = (dist <= sampledDist + 0.05) ? 1.0 : 0.0;
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#endif
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#ifdef SHADOW_FILTER_PCF
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shadow = pcf_point(lightVec, last_point_light++, 1.0);
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#endif
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#ifdef SHADOW_FILTER_PCSS
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shadow = pcss_point(lightVec, last_point_light++, light.shadowsEnable.y);
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#endif
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}
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#endif
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const float distance = length(light.positionType.xyz - in_frag_pos);
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const float attenuation = 1.0 / (distance * distance);
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light_info.radiance = attenuation * light.directionPower.w * shadow;
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return light_info;
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}
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