mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Remove isInterior restriction from WMO shadow sampling so city buildings (flagged as interior groups) correctly receive shadows. Apply shadow to interior-lit surfaces. Enable shadows by default and persist the setting across sessions.
226 lines
7.8 KiB
GLSL
226 lines
7.8 KiB
GLSL
#version 450
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layout(set = 0, binding = 0) uniform PerFrame {
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mat4 view;
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mat4 projection;
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mat4 lightSpaceMatrix;
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vec4 lightDir;
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vec4 lightColor;
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vec4 ambientColor;
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vec4 viewPos;
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vec4 fogColor;
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vec4 fogParams;
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vec4 shadowParams;
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};
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layout(set = 1, binding = 0) uniform sampler2D uTexture;
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layout(set = 1, binding = 1) uniform WMOMaterial {
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int hasTexture;
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int alphaTest;
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int unlit;
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int isInterior;
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float specularIntensity;
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int isWindow;
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int enableNormalMap;
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int enablePOM;
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float pomScale;
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int pomMaxSamples;
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float heightMapVariance;
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float normalMapStrength;
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};
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layout(set = 1, binding = 2) uniform sampler2D uNormalHeightMap;
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layout(set = 0, binding = 1) uniform sampler2DShadow uShadowMap;
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layout(location = 0) in vec3 FragPos;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec2 TexCoord;
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layout(location = 3) in vec4 VertColor;
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layout(location = 4) in vec3 Tangent;
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layout(location = 5) in vec3 Bitangent;
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layout(location = 0) out vec4 outColor;
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const float SHADOW_TEXEL = 1.0 / 4096.0;
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float sampleShadowPCF(sampler2DShadow smap, vec3 coords) {
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float shadow = 0.0;
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for (int x = -1; x <= 1; ++x) {
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for (int y = -1; y <= 1; ++y) {
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shadow += texture(smap, vec3(coords.xy + vec2(x, y) * SHADOW_TEXEL, coords.z));
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}
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}
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return shadow / 9.0;
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}
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// LOD factor from screen-space UV derivatives
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float computeLodFactor() {
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vec2 dx = dFdx(TexCoord);
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vec2 dy = dFdy(TexCoord);
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float texelDensity = max(dot(dx, dx), dot(dy, dy));
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// Low density = close/head-on = full detail (0)
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// High density = far/steep = vertex normals only (1)
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return smoothstep(0.0001, 0.005, texelDensity);
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}
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// Parallax Occlusion Mapping with angle-adaptive sampling
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vec2 parallaxOcclusionMap(vec2 uv, vec3 viewDirTS, float lodFactor) {
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float VdotN = abs(viewDirTS.z); // 1=head-on, 0=grazing
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// Fade out POM at grazing angles to avoid distortion
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if (VdotN < 0.15) return uv;
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float angleFactor = clamp(VdotN, 0.15, 1.0);
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int maxS = pomMaxSamples;
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int minS = max(maxS / 4, 4);
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int numSamples = int(mix(float(minS), float(maxS), angleFactor));
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numSamples = int(mix(float(minS), float(numSamples), 1.0 - lodFactor));
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float layerDepth = 1.0 / float(numSamples);
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float currentLayerDepth = 0.0;
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// Direction to shift UV per layer — clamp denominator to prevent explosion at grazing angles
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vec2 P = viewDirTS.xy / max(VdotN, 0.15) * pomScale;
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// Hard-clamp total UV offset to prevent texture swimming
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float maxOffset = pomScale * 3.0;
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P = clamp(P, vec2(-maxOffset), vec2(maxOffset));
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vec2 deltaUV = P / float(numSamples);
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vec2 currentUV = uv;
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float currentDepthMapValue = 1.0 - texture(uNormalHeightMap, currentUV).a;
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// Ray march through layers
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for (int i = 0; i < 64; i++) {
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if (i >= numSamples || currentLayerDepth >= currentDepthMapValue) break;
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currentUV -= deltaUV;
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currentDepthMapValue = 1.0 - texture(uNormalHeightMap, currentUV).a;
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currentLayerDepth += layerDepth;
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}
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// Interpolate between last two layers for smooth result
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vec2 prevUV = currentUV + deltaUV;
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float afterDepth = currentDepthMapValue - currentLayerDepth;
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float beforeDepth = (1.0 - texture(uNormalHeightMap, prevUV).a) - currentLayerDepth + layerDepth;
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float weight = afterDepth / (afterDepth - beforeDepth + 0.0001);
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vec2 result = mix(currentUV, prevUV, weight);
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// Fade toward original UV at grazing angles for smooth transition
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float fadeFactor = smoothstep(0.15, 0.35, VdotN);
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return mix(uv, result, fadeFactor);
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}
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void main() {
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float lodFactor = computeLodFactor();
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vec3 vertexNormal = normalize(Normal);
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if (!gl_FrontFacing) vertexNormal = -vertexNormal;
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// Compute final UV (with POM if enabled)
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vec2 finalUV = TexCoord;
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// Build TBN matrix
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vec3 T = normalize(Tangent);
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vec3 B = normalize(Bitangent);
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vec3 N = vertexNormal;
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mat3 TBN = mat3(T, B, N);
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if (enablePOM != 0 && heightMapVariance > 0.001 && lodFactor < 0.99) {
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mat3 TBN_inv = transpose(TBN);
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vec3 viewDirWorld = normalize(viewPos.xyz - FragPos);
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vec3 viewDirTS = TBN_inv * viewDirWorld;
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finalUV = parallaxOcclusionMap(TexCoord, viewDirTS, lodFactor);
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}
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vec4 texColor = hasTexture != 0 ? texture(uTexture, finalUV) : vec4(1.0);
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if (alphaTest != 0 && texColor.a < 0.5) discard;
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// Compute normal (with normal mapping if enabled)
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vec3 norm = vertexNormal;
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if (enableNormalMap != 0 && lodFactor < 0.99 && normalMapStrength > 0.001) {
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vec3 mapNormal = texture(uNormalHeightMap, finalUV).rgb * 2.0 - 1.0;
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// Scale XY by strength to control effect intensity
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mapNormal.xy *= normalMapStrength;
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mapNormal = normalize(mapNormal);
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vec3 worldNormal = normalize(TBN * mapNormal);
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if (!gl_FrontFacing) worldNormal = -worldNormal;
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// Blend: strength + LOD both contribute to fade toward vertex normal
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float blendFactor = max(lodFactor, 1.0 - normalMapStrength);
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norm = normalize(mix(worldNormal, vertexNormal, blendFactor));
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}
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vec3 result;
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// Sample shadow map for all non-window WMO surfaces
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float shadow = 1.0;
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if (shadowParams.x > 0.5) {
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vec3 ldir = normalize(-lightDir.xyz);
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float normalOffset = SHADOW_TEXEL * 2.0 * (1.0 - abs(dot(norm, ldir)));
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vec3 biasedPos = FragPos + norm * normalOffset;
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vec4 lsPos = lightSpaceMatrix * vec4(biasedPos, 1.0);
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vec3 proj = lsPos.xyz / lsPos.w;
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proj.xy = proj.xy * 0.5 + 0.5;
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if (proj.x >= 0.0 && proj.x <= 1.0 &&
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proj.y >= 0.0 && proj.y <= 1.0 &&
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proj.z >= 0.0 && proj.z <= 1.0) {
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float bias = max(0.0005 * (1.0 - dot(norm, ldir)), 0.00005);
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shadow = sampleShadowPCF(uShadowMap, vec3(proj.xy, proj.z - bias));
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}
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shadow = mix(1.0, shadow, shadowParams.y);
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}
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if (unlit != 0) {
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result = texColor.rgb * shadow;
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} else if (isInterior != 0) {
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vec3 mocv = max(VertColor.rgb, vec3(0.5));
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result = texColor.rgb * mocv * shadow;
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} else {
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vec3 ldir = normalize(-lightDir.xyz);
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float diff = max(dot(norm, ldir), 0.0);
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vec3 viewDir = normalize(viewPos.xyz - FragPos);
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vec3 halfDir = normalize(ldir + viewDir);
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float spec = pow(max(dot(norm, halfDir), 0.0), 32.0) * specularIntensity;
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result = ambientColor.rgb * texColor.rgb
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+ shadow * (diff * lightColor.rgb * texColor.rgb + spec * lightColor.rgb);
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result *= max(VertColor.rgb, vec3(0.5));
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}
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float dist = length(viewPos.xyz - FragPos);
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float fogFactor = clamp((fogParams.y - dist) / (fogParams.y - fogParams.x), 0.0, 1.0);
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result = mix(fogColor.rgb, result, fogFactor);
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float alpha = texColor.a;
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// Window glass: opaque but simulates dark tinted glass with reflections.
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if (isWindow != 0) {
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vec3 viewDir = normalize(viewPos.xyz - FragPos);
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float NdotV = abs(dot(norm, viewDir));
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float fresnel = 0.08 + 0.92 * pow(1.0 - NdotV, 4.0);
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vec3 ldir = normalize(-lightDir.xyz);
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vec3 reflectDir = reflect(-viewDir, norm);
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float sunGlint = pow(max(dot(reflectDir, ldir), 0.0), 32.0);
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float baseBrightness = mix(0.3, 0.9, sunGlint);
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vec3 glass = result * baseBrightness;
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vec3 reflectTint = mix(ambientColor.rgb * 1.2, vec3(0.6, 0.75, 1.0), 0.6);
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glass = mix(glass, reflectTint, fresnel * 0.8);
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vec3 halfDir = normalize(ldir + viewDir);
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float spec = pow(max(dot(norm, halfDir), 0.0), 256.0);
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glass += spec * lightColor.rgb * 0.8;
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float specBroad = pow(max(dot(norm, halfDir), 0.0), 12.0);
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glass += specBroad * lightColor.rgb * 0.12;
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result = glass;
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alpha = mix(0.4, 0.95, NdotV);
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}
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outColor = vec4(result, alpha);
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}
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