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- float ShadowCalculation(vec3 fragPosWorldSpace)
- {
- // select cascade layer
- vec4 fragPosViewSpace = view * vec4(fragPosWorldSpace, 1.0);
- float depthValue = abs(fragPosViewSpace.z);
- int layer = -1;
- for (int i = 0; i < cascadeCount; ++i)
- {
- if (depthValue < cascadePlaneDistances[i])
- {
- layer = i;
- break;
- }
- }
- if (layer == -1)
- {
- layer = cascadeCount;
- }
- vec4 fragPosLightSpace = lightSpaceMatrices[layer] * vec4(fragPosWorldSpace, 1.0);
- // perform perspective divide
- vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
- // transform to [0,1] range
- projCoords = projCoords * 0.5 + 0.5;
- // get depth of current fragment from light's perspective
- float currentDepth = projCoords.z;
- // keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
- if (currentDepth > 1.0)
- {
- return 0.0;
- }
- // calculate bias (based on depth map resolution and slope)
- vec3 normal = normalize(fs_in.Normal);
- float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
- const float biasModifier = 0.5f;
- if (layer == cascadeCount)
- {
- bias *= 1 / (farPlane * biasModifier);
- }
- else
- {
- bias *= 1 / (cascadePlaneDistances[layer] * biasModifier);
- }
- // PCF
- float shadow = 0.0;
- vec2 texelSize = 1.0 / vec2(textureSize(shadowMap, 0));
- for(int x = -1; x <= 1; ++x)
- {
- for(int y = -1; y <= 1; ++y)
- {
- float pcfDepth = texture(shadowMap, vec3(projCoords.xy + vec2(x, y) * texelSize, layer)).r;
- shadow += (currentDepth - bias) > pcfDepth ? 1.0 : 0.0;
- }
- }
- shadow /= 9.0;
- // keep the shadow at 0.0 when outside the far_plane region of the light's frustum.
- if (projCoords.z > 1.0)
- {
- shadow = 0.0;
- }
- return shadow;
- }
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