63 lines
2.6 KiB
C
63 lines
2.6 KiB
C
#ifndef SLB_SHADOW_NORMAL_H
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#define SLB_SHADOW_NORMAL_H
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float3 SLB_Shadow_ViewSpacePosAtScreenUV(float2 pos) {
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return float3(pos.x, pos.y, SLB_Shadow_Sample(pos)); // * float2(float(SMAP_size), 1.0).xxy;
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}
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float3 SLB_Shadow_Normal(float2 vpos) {
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float2 texelSize = float2(1.0, 1.0)/float2(float(SMAP_size), float(SMAP_size));
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// screen uv from vpos
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float2 uv = floor(vpos/texelSize)*texelSize;
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// current pixel's depth
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float c = SLB_Shadow_Sample(uv);
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// get current pixel's view space position
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float3 viewSpacePos_c = SLB_Shadow_ViewSpacePosAtScreenUV(uv);
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// get view space position at 1 pixel offsets in each major direction
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float3 viewSpacePos_l = SLB_Shadow_ViewSpacePosAtScreenUV(uv + float2(-1.0, 0.0) * texelSize);
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float3 viewSpacePos_r = SLB_Shadow_ViewSpacePosAtScreenUV(uv + float2( 1.0, 0.0) * texelSize);
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float3 viewSpacePos_d = SLB_Shadow_ViewSpacePosAtScreenUV(uv + float2( 0.0,-1.0) * texelSize);
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float3 viewSpacePos_u = SLB_Shadow_ViewSpacePosAtScreenUV(uv + float2( 0.0, 1.0) * texelSize);
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// get the difference between the current and each offset position
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float3 l = viewSpacePos_c - viewSpacePos_l;
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float3 r = viewSpacePos_r - viewSpacePos_c;
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float3 d = viewSpacePos_c - viewSpacePos_d;
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float3 u = viewSpacePos_u - viewSpacePos_c;
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// get depth values at 1 & 2 pixels offsets from current along the horizontal axis
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float4 H = float4(
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SLB_Shadow_Sample(uv + float2(-1.0, 0.0) * texelSize),
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SLB_Shadow_Sample(uv + float2( 1.0, 0.0) * texelSize),
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SLB_Shadow_Sample(uv + float2(-2.0, 0.0) * texelSize),
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SLB_Shadow_Sample(uv + float2( 2.0, 0.0) * texelSize)
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);
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// get depth values at 1 & 2 pixels offsets from current along the vertical axis
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float4 V = float4(
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SLB_Shadow_Sample(uv + float2(0.0,-1.0) * texelSize),
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SLB_Shadow_Sample(uv + float2(0.0, 1.0) * texelSize),
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SLB_Shadow_Sample(uv + float2(0.0,-2.0) * texelSize),
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SLB_Shadow_Sample(uv + float2(0.0, 2.0) * texelSize)
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);
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// current pixel's depth difference from slope of offset depth samples
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// differs from original article because we're using non-linear depth values
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// see article's comments
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float2 he = abs((2 * H.xy - H.zw) - c);
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float2 ve = abs((2 * V.xy - V.zw) - c);
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// pick horizontal and vertical diff with the smallest depth difference from slopes
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float3 hDeriv = he.x < he.y ? l : r;
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float3 vDeriv = ve.x < ve.y ? d : u;
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// get view space normal from the cross product of the best derivatives
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float3 viewNormal = normalize(cross(hDeriv, vDeriv));
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return viewNormal;
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}
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#endif /// SLB_SHADOW_NORMAL_H
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