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, 14 maths::{orthonormalize, PI_2} 17const flip_z: vec3<f32> = vec3<f32>(1.0, 1.0, -1.0); 21 frag_position: vec4<f32>, 22 surface_normal: vec3<f32>, 23 frag_coord_xy: vec2<f32>, 25 let light = &view_bindings::clustered_lights.data[light_id]; 29 let surface_to_light = (*light).position_radius.xyz - frag_position.xyz; 30 let surface_to_light_abs = abs(surface_to_light); 31 let distance_to_light = max(surface_to_light_abs.x, max(surface_to_light_abs.y, surface_to_light_abs.z)); 36 let normal_offset = (*light).shadow_normal_bias * distance_to_light * surface_normal.xyz; 37 let depth_offset = (*light).shadow_depth_bias * normalize(surface_to_light.xyz); 38 let offset_position = frag_position.xyz + normal_offset + depth_offset; 41 let frag_ls = offset_position.xyz - (*light).position_radius.xyz ; 42 let abs_position_ls = abs(frag_ls); 43 let major_axis_magnitude = max(abs_position_ls.x, max(abs_position_ls.y, abs_position_ls.z)); 49 let zw = -major_axis_magnitude * (*light).light_custom_data.xy + (*light).light_custom_data.zw; 50 let depth = zw.x / zw.y; 55 if ((*light).soft_shadow_size > 0.0) { 56 return sample_shadow_cubemap_pcss( 61 (*light).soft_shadow_size, 68 return sample_shadow_cubemap(frag_ls * flip_z, distance_to_light, depth, light_id, frag_coord_xy); 73 frag_position: vec4<f32>, 74 surface_normal: vec3<f32>, 76 frag_coord_xy: vec2<f32>, 78 let light = &view_bindings::clustered_lights.data[light_id]; 80 let surface_to_light = (*light).position_radius.xyz - frag_position.xyz; 83 var spot_dir = vec3<f32>((*light).light_custom_data.x, 0.0, (*light).light_custom_data.y); 85 spot_dir.y = sqrt(max(0.0, 1.0 - spot_dir.x * spot_dir.x - spot_dir.z * spot_dir.z)); 86 if (((*light).flags & POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE) != 0u) { 87 spot_dir.y = -spot_dir.y; 92 let distance_to_light = dot(fwd, surface_to_light); 95 + ((*light).shadow_depth_bias * normalize(surface_to_light)) 96 + (surface_normal.xyz * (*light).shadow_normal_bias) * distance_to_light; 98 let light_inv_rot = orthonormalize(fwd); 103 let projected_position = offset_position * light_inv_rot; 107 let f_div_minus_z = 1.0 / ((*light).spot_light_tan_angle * -projected_position.z); 108 let shadow_xy_ndc = projected_position.xy * f_div_minus_z; 110 let shadow_uv = shadow_xy_ndc * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5); 112 let depth = near_z / -projected_position.z; 115 let array_index = i32(light_id) + view_bindings::lights.spot_light_shadowmap_offset; 116 if ((*light).soft_shadow_size > 0.0) { 117 return sample_shadow_map_pcss( 122 SPOT_SHADOW_TEXEL_SIZE, 123 (*light).soft_shadow_size, 127 return sample_shadow_map( 132 SPOT_SHADOW_TEXEL_SIZE, 136fn get_cascade_index(light_id: u32, view_z: f32) -> u32 { 137 let light = &view_bindings::lights.directional_lights[light_id]; 139 for (var i: u32 = 0u; i < (*light).num_cascades; i = i + 1u) { 140 if (-view_z < (*light).cascades[i].far_bound) { 144 return (*light).num_cascades; 151fn world_to_directional_light_local( 154 offset_position: vec4<f32> 156 let light = &view_bindings::lights.directional_lights[light_id]; 157 let cascade = &(*light).cascades[cascade_index]; 159 let offset_position_clip = (*cascade).clip_from_world * offset_position; 160 if (offset_position_clip.w <= 0.0) { 163 let offset_position_ndc = offset_position_clip.xyz / offset_position_clip.w; 165 if (any(offset_position_ndc.xy < vec2<f32>(-1.0)) || offset_position_ndc.z < 0.0 166 || any(offset_position_ndc > vec3<f32>(1.0))) { 172 let flip_correction = vec2<f32>(0.5, -0.5); 173 let light_local = offset_position_ndc.xy * flip_correction + vec2<f32>(0.5, 0.5); 175 let depth = offset_position_ndc.z; 177 return vec4(light_local, depth, 1.0); 180fn sample_directional_cascade( 183 frag_position: vec4<f32>, 184 surface_normal: vec3<f32>, 185 frag_coord_xy: vec2<f32>, 187 let light = &view_bindings::lights.directional_lights[light_id]; 188 let cascade = &(*light).cascades[cascade_index]; 191 let normal_offset = (*light).shadow_normal_bias * (*cascade).texel_size * surface_normal.xyz; 192 let depth_offset = (*light).shadow_depth_bias * (*light).direction_to_light.xyz; 193 let offset_position = vec4<f32>(frag_position.xyz + normal_offset + depth_offset, frag_position.w); 195 let light_local = world_to_directional_light_local(light_id, cascade_index, offset_position); 196 if (light_local.w == 0.0) { 200 let array_index = i32((*light).depth_texture_base_index + cascade_index); 201 let texel_size = (*cascade).texel_size; 204 if ((*light).soft_shadow_size > 0.0) { 205 return sample_shadow_map_pcss( 211 (*light).soft_shadow_size, 215 return sample_shadow_map( 224fn fetch_directional_shadow( 226 frag_position: vec4<f32>, 227 surface_normal: vec3<f32>, 229 frag_coord_xy: vec2<f32>, 231 let light = &view_bindings::lights.directional_lights[light_id]; 232 let cascade_index = get_cascade_index(light_id, view_z); 234 if (cascade_index >= (*light).num_cascades) { 238 var shadow = sample_directional_cascade( 247 let next_cascade_index = cascade_index + 1u; 248 if (next_cascade_index < (*light).num_cascades) { 249 let this_far_bound = (*light).cascades[cascade_index].far_bound; 250 let next_near_bound = (1.0 - (*light).cascades_overlap_proportion) * this_far_bound; 251 if (-view_z >= next_near_bound) { 252 let next_shadow = sample_directional_cascade( 259 shadow = mix(shadow, next_shadow, (-view_z - next_near_bound) / (this_far_bound - next_near_bound)); 265fn cascade_debug_visualization( 266 output_color: vec3<f32>, 270 let overlay_alpha = 0.95; 271 let cascade_index = get_cascade_index(light_id, view_z); 272 let cascade_color_hsv = vec3( 273 f32(cascade_index) / f32(#{MAX_CASCADES_PER_LIGHT}u + 1u) * PI_2, 277 let cascade_color = hsv_to_rgb(cascade_color_hsv); 279 (1.0 - overlay_alpha) * output_color.rgb + overlay_alpha * cascade_color