1import package::render::{ 2 mesh_view_types::POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE, 3 mesh_view_bindings as view_bindings, 5 SPOT_SHADOW_TEXEL_SIZE, sample_shadow_cubemap, sample_shadow_cubemap_pcss, 6 sample_shadow_map, sample_shadow_map_pcss, 11 color_operations::hsv_to_rgb, 12 maths::{orthonormalize, PI_2} 15const flip_z: vec3<f32> = vec3<f32>(1.0, 1.0, -1.0); 19 frag_position: vec4<f32>, 20 surface_normal: vec3<f32>, 21 frag_coord_xy: vec2<f32>, 23 let light = &view_bindings::clustered_lights.data[light_id]; 27 let surface_to_light = (*light).position_radius.xyz - frag_position.xyz; 28 let surface_to_light_abs = abs(surface_to_light); 29 let distance_to_light = max(surface_to_light_abs.x, max(surface_to_light_abs.y, surface_to_light_abs.z)); 34 let normal_offset = (*light).shadow_normal_bias * distance_to_light * surface_normal.xyz; 35 let depth_offset = (*light).shadow_depth_bias * normalize(surface_to_light.xyz); 36 let offset_position = frag_position.xyz + normal_offset + depth_offset; 39 let frag_ls = offset_position.xyz - (*light).position_radius.xyz ; 40 let abs_position_ls = abs(frag_ls); 41 let major_axis_magnitude = max(abs_position_ls.x, max(abs_position_ls.y, abs_position_ls.z)); 47 let zw = -major_axis_magnitude * (*light).light_custom_data.xy + (*light).light_custom_data.zw; 48 let depth = zw.x / zw.y; 53 if ((*light).soft_shadow_size > 0.0) { 54 return sample_shadow_cubemap_pcss( 59 (*light).soft_shadow_size, 66 return sample_shadow_cubemap(frag_ls * flip_z, distance_to_light, depth, light_id, frag_coord_xy); 71 frag_position: vec4<f32>, 72 surface_normal: vec3<f32>, 74 frag_coord_xy: vec2<f32>, 76 let light = &view_bindings::clustered_lights.data[light_id]; 78 let surface_to_light = (*light).position_radius.xyz - frag_position.xyz; 81 var spot_dir = vec3<f32>((*light).light_custom_data.x, 0.0, (*light).light_custom_data.y); 83 spot_dir.y = sqrt(max(0.0, 1.0 - spot_dir.x * spot_dir.x - spot_dir.z * spot_dir.z)); 84 if (((*light).flags & POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE) != 0u) { 85 spot_dir.y = -spot_dir.y; 90 let distance_to_light = dot(fwd, surface_to_light); 93 + ((*light).shadow_depth_bias * normalize(surface_to_light)) 94 + (surface_normal.xyz * (*light).shadow_normal_bias) * distance_to_light; 96 let light_inv_rot = orthonormalize(fwd); 101 let projected_position = offset_position * light_inv_rot; 105 let f_div_minus_z = 1.0 / ((*light).spot_light_tan_angle * -projected_position.z); 106 let shadow_xy_ndc = projected_position.xy * f_div_minus_z; 108 let shadow_uv = shadow_xy_ndc * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5); 110 let depth = near_z / -projected_position.z; 113 let array_index = i32(light_id) + view_bindings::lights.spot_light_shadowmap_offset; 114 if ((*light).soft_shadow_size > 0.0) { 115 return sample_shadow_map_pcss( 120 SPOT_SHADOW_TEXEL_SIZE, 121 (*light).soft_shadow_size, 125 return sample_shadow_map( 130 SPOT_SHADOW_TEXEL_SIZE, 134fn get_cascade_index(light_id: u32, view_z: f32) -> u32 { 135 let light = &view_bindings::lights.directional_lights[light_id]; 137 for (var i: u32 = 0u; i < (*light).num_cascades; i = i + 1u) { 138 if (-view_z < (*light).cascades[i].far_bound) { 142 return (*light).num_cascades; 149fn world_to_directional_light_local( 152 offset_position: vec4<f32> 154 let light = &view_bindings::lights.directional_lights[light_id]; 155 let cascade = &(*light).cascades[cascade_index]; 157 let offset_position_clip = (*cascade).clip_from_world * offset_position; 158 if (offset_position_clip.w <= 0.0) { 161 let offset_position_ndc = offset_position_clip.xyz / offset_position_clip.w; 163 if (any(offset_position_ndc.xy < vec2<f32>(-1.0)) || offset_position_ndc.z < 0.0 164 || any(offset_position_ndc > vec3<f32>(1.0))) { 170 let flip_correction = vec2<f32>(0.5, -0.5); 171 let light_local = offset_position_ndc.xy * flip_correction + vec2<f32>(0.5, 0.5); 173 let depth = offset_position_ndc.z; 175 return vec4(light_local, depth, 1.0); 178fn sample_directional_cascade( 181 frag_position: vec4<f32>, 182 surface_normal: vec3<f32>, 183 frag_coord_xy: vec2<f32>, 185 let light = &view_bindings::lights.directional_lights[light_id]; 186 let cascade = &(*light).cascades[cascade_index]; 189 let normal_offset = (*light).shadow_normal_bias * (*cascade).texel_size * surface_normal.xyz; 190 let depth_offset = (*light).shadow_depth_bias * (*light).direction_to_light.xyz; 191 let offset_position = vec4<f32>(frag_position.xyz + normal_offset + depth_offset, frag_position.w); 193 let light_local = world_to_directional_light_local(light_id, cascade_index, offset_position); 194 if (light_local.w == 0.0) { 198 let array_index = i32((*light).depth_texture_base_index + cascade_index); 199 let texel_size = (*cascade).texel_size; 202 if ((*light).soft_shadow_size > 0.0) { 203 return sample_shadow_map_pcss( 209 (*light).soft_shadow_size, 213 return sample_shadow_map( 222fn fetch_directional_shadow( 224 frag_position: vec4<f32>, 225 surface_normal: vec3<f32>, 227 frag_coord_xy: vec2<f32>, 229 let light = &view_bindings::lights.directional_lights[light_id]; 230 let cascade_index = get_cascade_index(light_id, view_z); 232 if (cascade_index >= (*light).num_cascades) { 236 var shadow = sample_directional_cascade( 245 let next_cascade_index = cascade_index + 1u; 246 if (next_cascade_index < (*light).num_cascades) { 247 let this_far_bound = (*light).cascades[cascade_index].far_bound; 248 let next_near_bound = (1.0 - (*light).cascades_overlap_proportion) * this_far_bound; 249 if (-view_z >= next_near_bound) { 250 let next_shadow = sample_directional_cascade( 257 shadow = mix(shadow, next_shadow, (-view_z - next_near_bound) / (this_far_bound - next_near_bound)); 263fn cascade_debug_visualization( 264 output_color: vec3<f32>, 268 let overlay_alpha = 0.95; 269 let cascade_index = get_cascade_index(light_id, view_z); 270 let cascade_color_hsv = vec3( 271 f32(cascade_index) / f32(u32(constants::MAX_CASCADES_PER_LIGHT) + 1u) * PI_2, 275 let cascade_color = hsv_to_rgb(cascade_color_hsv); 277 (1.0 - overlay_alpha) * output_color.rgb + overlay_alpha * cascade_color