333 lines
8.6 KiB
C
333 lines
8.6 KiB
C
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#ifndef SHADOW_H
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#define SHADOW_H
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#include "common.h"
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//uniform sampler s_smap : register(ps,s0); // 2D/cube shadowmap
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//Texture2D<float> s_smap; // 2D/cube shadowmap
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// Used for RGBA texture too ?!
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Texture2D s_smap : register(ps,t0); // 2D/cube shadowmap
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Texture2D<float> s_smap_minmax; // 2D/cube shadowmap
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#include "gather.ps"
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SamplerComparisonState smp_smap; // Special comare sampler
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sampler smp_jitter;
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uniform float4 ssfx_shadow_bias;
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Texture2D jitter0;
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Texture2D jitter1;
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Texture2D jitterMipped;
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#ifndef USE_ULTRA_SHADOWS
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#define KERNEL 0.6f
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#else
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#define KERNEL 1.0f
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#endif
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#define PCSS_PIXEL int(4)
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#define PCSS_STEP int(2)
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#define PCSS_PIXEL_MIN float(1.0)
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#define PCSS_SUN_WIDTH float(150.0)
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float modify_light( float light )
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{
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return ( light > 0.7 ? 1.0 : lerp( 0.0, 1.0, saturate( light / 0.7 ) ) );
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// hardware + PCF
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//////////////////////////////////////////////////////////////////////////////////////////
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float sample_hw_pcf (float4 tc,float4 shift)
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{
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static const float ts = KERNEL / float(SMAP_size);
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tc.xyz /= tc.w;
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tc.xy += shift.xy * ts;
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return s_smap.SampleCmpLevelZero( smp_smap, tc.xy, tc.z).x;
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}
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float shadow_hw( float4 tc )
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{
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float s0 = sample_hw_pcf( tc, float4( -1, -1, 0, 0) );
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float s1 = sample_hw_pcf( tc, float4( +1, -1, 0, 0) );
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float s2 = sample_hw_pcf( tc, float4( -1, +1, 0, 0) );
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float s3 = sample_hw_pcf( tc, float4( +1, +1, 0, 0) );
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return (s0+s1+s2+s3)/4.h;
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}
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#ifdef SM_MINMAX
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bool cheap_reject( float3 tc, inout bool full_light )
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{
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float4 plane0 = sm_minmax_gather( tc.xy, int2( -1,-1 ) );
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float4 plane1 = sm_minmax_gather( tc.xy, int2( 1,-1 ) );
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float4 plane2 = sm_minmax_gather( tc.xy, int2( -1, 1 ) );
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float4 plane3 = sm_minmax_gather( tc.xy, int2( 1, 1 ) );
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bool plane = all( ( plane0 >= (0).xxxx ) * ( plane1 >= (0).xxxx ) * ( plane2 >= (0).xxxx ) * ( plane3 >= (0).xxxx ) );
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[flatten] if( !plane ) // if there are no proper plane equations in the support region
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{
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bool no_plane = all( ( plane0 < (0).xxxx ) * ( plane1 < (0).xxxx ) * ( plane2 < (0).xxxx ) * ( plane3 < (0).xxxx ) );
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float4 z = ( tc.z - 0.0005 ).xxxx;
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bool reject = all( ( z > -plane0 ) * ( z > -plane1 ) * ( z > -plane2 ) * ( z > -plane3 ) );
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[flatten] if( no_plane && reject )
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{
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full_light = false;
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return true;
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}
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else
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{
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return false;
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}
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}
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else // plane equation detected
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{
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// compute corrected z for texel pos
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static const float scale = float( SMAP_size / 4 );
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float2 fc = frac( tc.xy * scale );
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float z = lerp( lerp( plane0.y, plane1.x, fc.x ), lerp( plane2.z, plane3.w, fc.x ), fc.y );
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// do minmax test with new z
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full_light = ( ( tc.z - 0.0001 ) <= z );
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return true;
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}
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}
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//Sunshafts
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float shadow_dx10_1_sunshafts( float4 tc, float2 pos2d )
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{
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float3 t = tc.xyz / tc.w;
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float minmax = s_smap_minmax.SampleLevel( smp_nofilter, t, 0 ).x;
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bool umbra = ( ( minmax.x < 0 ) && ( t.z > -minmax.x ) );
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[branch] if( umbra )
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{
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return 0.0;
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}
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else
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{
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return shadow_hw( tc );
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}
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}
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#endif // SM_MINMAX
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//PCSS shadows
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static const float2 poissonDisk[32] = {
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float2(0.0617981, 0.07294159),
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float2(0.6470215, 0.7474022),
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float2(-0.5987766, -0.7512833),
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float2(-0.693034, 0.6913887),
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float2(0.6987045, -0.6843052),
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float2(-0.9402866, 0.04474335),
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float2(0.8934509, 0.07369385),
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float2(0.1592735, -0.9686295),
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float2(-0.05664673, 0.995282),
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float2(-0.1203411, -0.1301079),
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float2(0.1741608, -0.1682285),
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float2(-0.09369049, 0.3196758),
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float2(0.185363, 0.3213367),
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float2(-0.1493771, -0.3147511),
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float2(0.4452095, 0.2580113),
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float2(-0.1080467, -0.5329178),
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float2(0.1604507, 0.5460774),
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float2(-0.4037193, -0.2611179),
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float2(0.5947998, -0.2146744),
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float2(0.3276062, 0.9244621),
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float2(-0.6518704, -0.2503952),
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float2(-0.3580975, 0.2806469),
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float2(0.8587891, 0.4838005),
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float2(-0.1596546, -0.8791054),
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float2(-0.3096867, 0.5588146),
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float2(-0.5128918, 0.1448544),
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float2(0.8581337, -0.424046),
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float2(0.1562584, -0.5610626),
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float2(-0.7647934, 0.2709858),
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float2(-0.3090832, 0.9020988),
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float2(0.3935608, 0.4609676),
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float2(0.3929337, -0.5010948),
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};
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//Quality tokens --Fine
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#if !defined(SUN_QUALITY)
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#define PCSS_NUM_SAMPLES int(1)
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#elif SUN_QUALITY==1
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#define PCSS_NUM_SAMPLES int(8)
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#elif SUN_QUALITY==2
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#define PCSS_NUM_SAMPLES int(12)
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#elif SUN_QUALITY==3
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#define PCSS_NUM_SAMPLES int(20)
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#elif (SUN_QUALITY==4 || SUN_QUALITY==5)
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#define PCSS_NUM_SAMPLES int(32)
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#endif
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float shadow_pcss( float4 tc )
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{
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// - Small modification to fix flickering and black squares.
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// - Added a extra performance option with lower SUN_QUALITY settings.
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// - Extended the blocker search from 3x3 to 4x4 for better results.
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// https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/
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tc.xyz /= tc.w;
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#if SUN_QUALITY > 3 // Blocker search ( Penumbra ) and filter
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int3 uv = int3(tc.xy * float(SMAP_size), 0);
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float zBlock = tc.z - 0.0001;
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float avgBlockerDepth = 0.0;
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float blockerCount = 0.0;
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[unroll]
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for( int row = -PCSS_PIXEL; row <= PCSS_PIXEL; row += PCSS_STEP )
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{
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[unroll]
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for( int col = -PCSS_PIXEL; col <= PCSS_PIXEL; col += PCSS_STEP )
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{
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float shadowMapDepth = s_smap.Load( uv, int2( col, row ) ).x;
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float b1 = ( shadowMapDepth < zBlock ) ? 1.0 : 0.0;
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blockerCount += b1;
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avgBlockerDepth += shadowMapDepth * b1;
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}
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}
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if(blockerCount < 1)
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return 1.0;
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avgBlockerDepth /= blockerCount;
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float fRatio = saturate( ( ( tc.z - avgBlockerDepth ) * PCSS_SUN_WIDTH ) / avgBlockerDepth );
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fRatio *= fRatio;
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fRatio = max(PCSS_PIXEL_MIN, fRatio * float(PCSS_PIXEL)) / float(SMAP_size);
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float s = 0.0;
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[unroll]
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for( uint i = 0; i < PCSS_NUM_SAMPLES; ++i )
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{
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float2 offset = poissonDisk[i] * fRatio;
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s += s_smap.SampleCmpLevelZero( smp_smap, tc.xy + offset, tc.z ).x;
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}
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return s / PCSS_NUM_SAMPLES;
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#else // No blocker search ( Penumbra ), just filter
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float fRatio = 4.0f / float(SMAP_size);
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float s = 0.0;
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[unroll]
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for( uint i = 0; i < PCSS_NUM_SAMPLES; ++i )
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{
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float2 offset = poissonDisk[i] * fRatio;
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float test = s_smap.SampleCmpLevelZero( smp_smap, tc.xy + offset, tc.z ).x;
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s += test;
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}
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return s / PCSS_NUM_SAMPLES;
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#endif
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// D24X8+PCF
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//////////////////////////////////////////////////////////////////////////////////////////
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float4 test (float4 tc, float2 offset)
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{
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tc.xyz /= tc.w;
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tc.xy += offset;
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return s_smap.SampleCmpLevelZero( smp_smap, tc.xy, tc.z).x;
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}
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half shadowtest_sun (float4 tc, float4 tcJ) // jittered sampling
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{
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half4 r;
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const float scale = (0.7/float(SMAP_size));
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float2 tc_J = frac(tc.xy/tc.w*SMAP_size/4.0 )*0.5;
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float4 J0 = jitter0.Sample(smp_jitter,tc_J)*scale;
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const float k = 0.5/float(SMAP_size);
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r.x = test (tc, J0.xy+half2(-k,-k)).x;
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r.y = test (tc, J0.wz+half2( k,-k)).y;
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r.z = test (tc,-J0.xy+half2(-k, k)).z;
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r.w = test (tc,-J0.wz+half2( k, k)).x;
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return dot(r,1.0/4.0);
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}
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float shadow_hw_hq( float4 tc )
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{
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#ifdef SM_MINMAX
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bool full_light = false;
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bool cheap_path = cheap_reject( tc.xyz / tc.w, full_light );
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[branch] if( cheap_path )
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{
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[branch] if( full_light == true )
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return 1.0;
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else
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return sample_hw_pcf( tc, (0).xxxx );
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}
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else
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{
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return shadow_pcss(tc);
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}
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#else // SM_MINMAX
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return shadow_pcss(tc);
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#endif // SM_MINMAX
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}
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float shadow( float4 tc )
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{
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#ifdef USE_ULTRA_SHADOWS
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#ifdef SM_MINMAX
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return modify_light( shadow_hw_hq( tc ) );
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#else
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return shadow_hw_hq( tc );
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#endif
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#else
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return shadow_pcss(tc);
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#endif
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// testbed
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float shadow_rain(float4 tc, float2 tcJ) // jittered sampling
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{
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float4 r;
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const float scale = (4.0/float(SMAP_size));
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float4 J0 = jitter0.Sample( smp_linear, tcJ )*scale;
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float4 J1 = jitter1.Sample( smp_linear, tcJ )*scale;
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r.x = test (tc,J0.xy).x;
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r.y = test (tc,J0.wz).y;
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r.z = test (tc,J1.xy).z;
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r.w = test (tc,J1.wz).x;
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return dot(r,1.0/4.0);
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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#ifdef USE_SUNMASK
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float3x4 m_sunmask; // ortho-projection
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float sunmask( float4 P )
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{
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float2 tc = mul( m_sunmask, P ); //
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return s_lmap.SampleLevel( smp_linear, tc, 0 ).w; //Hemi map - ambient occlusion
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}
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#else
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float sunmask( float4 P ) { return 1.0; } //
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////
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uniform float4x4 m_shadow;
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#endif
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