1#define_import_path bevy_pbr::shadows 4 mesh_view_types::POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE, 5 mesh_view_bindings as view_bindings, 7 SPOT_SHADOW_TEXEL_SIZE, sample_shadow_cubemap, sample_shadow_cubemap_pcss, 8 sample_shadow_map, sample_shadow_map_pcss, 13 color_operations::hsv_to_rgb, 17const flip_z: vec3<f32> = vec3<f32>(1.0, 1.0, -1.0); 19fn fetch_point_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: vec3<f32>) -> f32 { 20 let light = &view_bindings::clusterable_objects.data[light_id]; 24 let surface_to_light = (*light).position_radius.xyz - frag_position.xyz; 25 let surface_to_light_abs = abs(surface_to_light); 26 let distance_to_light = max(surface_to_light_abs.x, max(surface_to_light_abs.y, surface_to_light_abs.z)); 31 let normal_offset = (*light).shadow_normal_bias * distance_to_light * surface_normal.xyz; 32 let depth_offset = (*light).shadow_depth_bias * normalize(surface_to_light.xyz); 33 let offset_position = frag_position.xyz + normal_offset + depth_offset; 36 let frag_ls = offset_position.xyz - (*light).position_radius.xyz ; 37 let abs_position_ls = abs(frag_ls); 38 let major_axis_magnitude = max(abs_position_ls.x, max(abs_position_ls.y, abs_position_ls.z)); 44 let zw = -major_axis_magnitude * (*light).light_custom_data.xy + (*light).light_custom_data.zw; 45 let depth = zw.x / zw.y; 50 if ((*light).soft_shadow_size > 0.0) { 51 return sample_shadow_cubemap_pcss( 56 (*light).soft_shadow_size, 62 return sample_shadow_cubemap(frag_ls * flip_z, distance_to_light, depth, light_id); 67 frag_position: vec4<f32>, 68 surface_normal: vec3<f32>, 71 let light = &view_bindings::clusterable_objects.data[light_id]; 73 let surface_to_light = (*light).position_radius.xyz - frag_position.xyz; 76 var spot_dir = vec3<f32>((*light).light_custom_data.x, 0.0, (*light).light_custom_data.y); 78 spot_dir.y = sqrt(max(0.0, 1.0 - spot_dir.x * spot_dir.x - spot_dir.z * spot_dir.z)); 79 if (((*light).flags & POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE) != 0u) { 80 spot_dir.y = -spot_dir.y; 85 let distance_to_light = dot(fwd, surface_to_light); 88 + ((*light).shadow_depth_bias * normalize(surface_to_light)) 89 + (surface_normal.xyz * (*light).shadow_normal_bias) * distance_to_light; 97 let a = -1.0 / (fwd.z + sign); 98 let b = fwd.x * fwd.y * a; 99 let up_dir = vec3<f32>(1.0 + sign * fwd.x * fwd.x * a, sign * b, -sign * fwd.x); 100 let right_dir = vec3<f32>(-b, -sign - fwd.y * fwd.y * a, fwd.y); 101 let light_inv_rot = mat3x3<f32>(right_dir, up_dir, fwd); 106 let projected_position = offset_position * light_inv_rot; 110 let f_div_minus_z = 1.0 / ((*light).spot_light_tan_angle * -projected_position.z); 111 let shadow_xy_ndc = projected_position.xy * f_div_minus_z; 113 let shadow_uv = shadow_xy_ndc * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5); 115 let depth = near_z / -projected_position.z; 118 let array_index = i32(light_id) + view_bindings::lights.spot_light_shadowmap_offset; 119 if ((*light).soft_shadow_size > 0.0) { 120 return sample_shadow_map_pcss( 121 shadow_uv, depth, array_index, SPOT_SHADOW_TEXEL_SIZE, (*light).soft_shadow_size); 124 return sample_shadow_map(shadow_uv, depth, array_index, SPOT_SHADOW_TEXEL_SIZE); 127fn get_cascade_index(light_id: u32, view_z: f32) -> u32 { 128 let light = &view_bindings::lights.directional_lights[light_id]; 130 for (var i: u32 = 0u; i < (*light).num_cascades; i = i + 1u) { 131 if (-view_z < (*light).cascades[i].far_bound) { 135 return (*light).num_cascades; 142fn world_to_directional_light_local( 145 offset_position: vec4<f32> 147 let light = &view_bindings::lights.directional_lights[light_id]; 148 let cascade = &(*light).cascades[cascade_index]; 150 let offset_position_clip = (*cascade).clip_from_world * offset_position; 151 if (offset_position_clip.w <= 0.0) { 154 let offset_position_ndc = offset_position_clip.xyz / offset_position_clip.w; 156 if (any(offset_position_ndc.xy < vec2<f32>(-1.0)) || offset_position_ndc.z < 0.0 157 || any(offset_position_ndc > vec3<f32>(1.0))) { 163 let flip_correction = vec2<f32>(0.5, -0.5); 164 let light_local = offset_position_ndc.xy * flip_correction + vec2<f32>(0.5, 0.5); 166 let depth = offset_position_ndc.z; 168 return vec4(light_local, depth, 1.0); 171fn sample_directional_cascade( 174 frag_position: vec4<f32>, 175 surface_normal: vec3<f32>, 177 let light = &view_bindings::lights.directional_lights[light_id]; 178 let cascade = &(*light).cascades[cascade_index]; 181 let normal_offset = (*light).shadow_normal_bias * (*cascade).texel_size * surface_normal.xyz; 182 let depth_offset = (*light).shadow_depth_bias * (*light).direction_to_light.xyz; 183 let offset_position = vec4<f32>(frag_position.xyz + normal_offset + depth_offset, frag_position.w); 185 let light_local = world_to_directional_light_local(light_id, cascade_index, offset_position); 186 if (light_local.w == 0.0) { 190 let array_index = i32((*light).depth_texture_base_index + cascade_index); 191 let texel_size = (*cascade).texel_size; 194 if ((*light).soft_shadow_size > 0.0) { 195 return sample_shadow_map_pcss( 196 light_local.xy, light_local.z, array_index, texel_size, (*light).soft_shadow_size); 199 return sample_shadow_map(light_local.xy, light_local.z, array_index, texel_size); 202fn fetch_directional_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: vec3<f32>, view_z: f32) -> f32 { 203 let light = &view_bindings::lights.directional_lights[light_id]; 204 let cascade_index = get_cascade_index(light_id, view_z); 206 if (cascade_index >= (*light).num_cascades) { 210 var shadow = sample_directional_cascade(light_id, cascade_index, frag_position, surface_normal); 213 let next_cascade_index = cascade_index + 1u; 214 if (next_cascade_index < (*light).num_cascades) { 215 let this_far_bound = (*light).cascades[cascade_index].far_bound; 216 let next_near_bound = (1.0 - (*light).cascades_overlap_proportion) * this_far_bound; 217 if (-view_z >= next_near_bound) { 218 let next_shadow = sample_directional_cascade(light_id, next_cascade_index, frag_position, surface_normal); 219 shadow = mix(shadow, next_shadow, (-view_z - next_near_bound) / (this_far_bound - next_near_bound)); 225fn cascade_debug_visualization( 226 output_color: vec3<f32>, 230 let overlay_alpha = 0.95; 231 let cascade_index = get_cascade_index(light_id, view_z); 232 let cascade_color_hsv = vec3( 233 f32(cascade_index) / f32(#{MAX_CASCADES_PER_LIGHT}u + 1u) * PI_2, 237 let cascade_color = hsv_to_rgb(cascade_color_hsv); 239 (1.0 - overlay_alpha) * output_color.rgb + overlay_alpha * cascade_color