playcanvas
Version:
PlayCanvas WebGL game engine
59 lines (45 loc) • 2.24 kB
JavaScript
var shadowCascadesPS = /* wgsl */ `
// function which selects a shadow projection matrix index based on cascade distances
fn getShadowCascadeIndex(shadowCascadeDistances: vec4f, shadowCascadeCount: i32) -> i32 {
// depth in 0 .. far plane range
let depth: f32 = 1.0 / pcPosition.w;
// 1.0 if depth >= distance, 0.0 otherwise
let comparisons: vec4f = step(shadowCascadeDistances, vec4f(depth));
// sum is the index
let cascadeIndex: i32 = i32(dot(comparisons, vec4f(1.0)));
// limit to actual number of used cascades
return min(cascadeIndex, shadowCascadeCount - 1);
}
// function which modifies cascade index to dither between cascades
fn ditherShadowCascadeIndex(cascadeIndex_in: i32, shadowCascadeDistances: vec4f, shadowCascadeCount: i32, blendFactor: f32) -> i32 {
// Use var as cascadeIndex might be modified
var cascadeIndex: i32 = cascadeIndex_in;
if (cascadeIndex < shadowCascadeCount - 1) {
let currentRangeEnd: f32 = shadowCascadeDistances[cascadeIndex];
let transitionStart: f32 = blendFactor * currentRangeEnd; // Start overlap factor away from the end distance
let depth: f32 = 1.0 / pcPosition.w;
if (depth > transitionStart) {
// Calculate a transition factor (0.0 to 1.0) within the overlap range
let transitionFactor: f32 = smoothstep(transitionStart, currentRangeEnd, depth);
// Add pseudo-random dithering
// TODO: replace by user selectable dithering method
let dither: f32 = fract(sin(dot(pcPosition.xy, vec2f(12.9898, 78.233))) * 43758.5453);
if (dither < transitionFactor) {
cascadeIndex = cascadeIndex + 1;
}
}
}
return cascadeIndex;
}
fn fadeShadow(shadowCoord_in: vec3f, shadowCascadeDistances: vec4f) -> vec3f {
// if the pixel is past the shadow distance, remove shadow
// this enforces straight line instead of corner of shadow which moves when camera rotates
var shadowCoord: vec3f = shadowCoord_in;
let depth: f32 = 1.0 / pcPosition.w;
if (depth > shadowCascadeDistances.w) {
shadowCoord.z = -9999999.0;
}
return shadowCoord;
}
`;
export { shadowCascadesPS as default };