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https://github.com/TorqueGameEngines/Torque3D.git
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Update softShadow.hlsl
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6a8d832bd6
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1 changed files with 69 additions and 51 deletions
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@ -72,6 +72,37 @@ static float2 sNonUniformTaps[NUM_PRE_TAPS] =
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/// rotations of the filter taps.
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TORQUE_UNIFORM_SAMPLER2D(gTapRotationTex, 2);
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float shadowCompare(float occluderDepth, float receiverDepth)
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{
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return receiverDepth > occluderDepth ? 0.0 : 1.0;
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}
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float pcf_sampleTaps(
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TORQUE_SAMPLER2D(shadowMap),
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float2 sinCos,
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float2 shadowPos,
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float filterRadius,
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float receiverDepth,
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float factor_bias,
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int startTap,
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int endTap )
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{
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float result = 0;
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float2 tap;
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for(int t = startTap; t < endTap; t++)
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{
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tap.x = (sNonUniformTaps[t].x * sinCos.y - sNonUniformTaps[t].y * sinCos.x) * filterRadius;
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tap.y = (sNonUniformTaps[t].y * sinCos.y + sNonUniformTaps[t].x * sinCos.x) * filterRadius;
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float occluder = TORQUE_TEX2DLOD(shadowMap, float4(shadowPos + tap,0,0)).r;
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result += shadowCompare(occluder, receiverDepth);
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}
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return result / float(endTap - startTap);
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}
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float softShadow_sampleTaps( TORQUE_SAMPLER2D(shadowMap1),
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float2 sinCos,
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float2 shadowPos,
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@ -81,6 +112,7 @@ float softShadow_sampleTaps( TORQUE_SAMPLER2D(shadowMap1),
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int startTap,
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int endTap )
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{
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float shadow = 0;
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float2 tap = 0;
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@ -88,9 +120,11 @@ float softShadow_sampleTaps( TORQUE_SAMPLER2D(shadowMap1),
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{
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tap.x = ( sNonUniformTaps[t].x * sinCos.y - sNonUniformTaps[t].y * sinCos.x ) * filterRadius;
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tap.y = ( sNonUniformTaps[t].y * sinCos.y + sNonUniformTaps[t].x * sinCos.x ) * filterRadius;
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float occluder = TORQUE_TEX2DLOD( shadowMap1, float4( shadowPos + tap, 0, 0 ) ).r;
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float esm = saturate( exp( esmFactor * ( occluder - distToLight ) ) );
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float esm = exp( clamp(esmFactor * (occluder - distToLight), -80.0, 0.0) );
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esm = saturate(esm);
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shadow += esm / float( endTap - startTap );
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}
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@ -98,61 +132,45 @@ float softShadow_sampleTaps( TORQUE_SAMPLER2D(shadowMap1),
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}
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float softShadow_filter( TORQUE_SAMPLER2D(shadowMap),
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float2 vpos,
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float2 shadowPos,
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float filterRadius,
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float distToLight,
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float dotNL,
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float esmFactor )
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float softShadow_filter(
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TORQUE_SAMPLER2D(shadowMap),
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float2 vpos,
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float2 shadowPos,
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float filterRadius,
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float distToLight,
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float dotNL,
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float esmFactor)
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{
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#ifndef SOFTSHADOW
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float2 sinCos = (TORQUE_TEX2DLOD(gTapRotationTex, float4(vpos * 16,0,0)).rg - 0.5) * 2;
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// If softshadow is undefined then we skip any complex
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// filtering... just do a single sample ESM.
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float shadow = pcf_sampleTaps(
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TORQUE_SAMPLER2D_MAKEARG(shadowMap),
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sinCos,
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shadowPos,
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filterRadius,
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distToLight,
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esmFactor,
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0,
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NUM_PRE_TAPS);
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float occluder = TORQUE_TEX2DLOD(shadowMap, float4(shadowPos, 0, 0)).r;
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float shadow = saturate( exp( esmFactor * ( occluder - distToLight ) ) );
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#ifdef SOFTSHADOW_HIGH_QUALITY
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#else
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// Lookup the random rotation for this screen pixel.
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float2 sinCos = ( TORQUE_TEX2DLOD(gTapRotationTex, float4(vpos * 16, 0, 0)).rg - 0.5) * 2;
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if(shadow * (1.0-shadow) * max(dotNL,0) > 0.06)
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{
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shadow += pcf_sampleTaps(
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TORQUE_SAMPLER2D_MAKEARG(shadowMap),
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sinCos,
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shadowPos,
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filterRadius,
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distToLight,
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esmFactor,
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NUM_PRE_TAPS,
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NUM_TAPS);
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// Do the prediction taps first.
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float shadow = softShadow_sampleTaps( TORQUE_SAMPLER2D_MAKEARG(shadowMap),
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sinCos,
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shadowPos,
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filterRadius,
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distToLight,
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esmFactor,
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0,
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NUM_PRE_TAPS );
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shadow *= 0.5;
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}
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// We live with only the pretap results if we don't
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// have high quality shadow filtering enabled.
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#ifdef SOFTSHADOW_HIGH_QUALITY
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#endif
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// Only do the expensive filtering if we're really
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// in a partially shadowed area.
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if ( shadow * ( 1.0 - shadow ) * max( dotNL, 0 ) > 0.06 )
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{
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shadow += softShadow_sampleTaps( TORQUE_SAMPLER2D_MAKEARG(shadowMap),
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sinCos,
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shadowPos,
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filterRadius,
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distToLight,
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esmFactor,
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NUM_PRE_TAPS,
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NUM_TAPS );
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// This averages the taps above with the results
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// of the prediction samples.
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shadow *= 0.5;
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}
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#endif // SOFTSHADOW_HIGH_QUALITY
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#endif // SOFTSHADOW
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return shadow;
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return shadow;
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}
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