uniform mediump vec3 uLightDirection[MAX_LIGHTS];
uniform mediump vec3 uLightColor[MAX_LIGHTS];
+// For Shadow Map
+uniform lowp int uIsShadowEnabled;
+uniform sampler2D sShadowMap;
+in highp vec3 positionFromLightView;
+
//// For IBL
uniform sampler2D sbrdfLUT;
uniform samplerCube sDiffuseEnvSampler;
const float c_MinRoughness = 0.04;
const float M_PI = 3.141592653589793;
+// These properties can be used for circular sampling for PCF
+
+// Percentage Closer Filtering to mitigate the banding artifacts.
+const int kPcfSampleCount = 9;
+
+const float kPi = 3.141592653589f;
+const float kInvSampleCount = 1.0 / float(kPcfSampleCount);
+const float kPcfTheta = 2.f * kPi * kInvSampleCount;
+const float kSinPcfTheta = sin(kPcfTheta);
+const float kCosPcfTheta = cos(kPcfTheta);
+
+uniform lowp int uEnableShadowSoftFiltering;
+uniform mediump float uShadowIntensity;
+uniform mediump float uShadowBias;
+
vec3 linear(vec3 color)
{
return pow(color, vec3(2.2));
lowp float metallic = uMetallicFactor;
lowp float perceptualRoughness = uRoughnessFactor;
// If there isn't normal texture, use surface normal
- mediump vec3 n = normalize(vTBN[2].xyz);
+ highp vec3 n = normalize(vTBN[2].xyz);
#ifdef THREE_TEX
// The albedo may be defined from a base texture or a flat color
for(int i = 0; i < uLightCount; ++i)
{
- mediump vec3 l = normalize(-uLightDirection[i]); // Vector from surface point to light
- mediump vec3 h = normalize(l+v); // Half vector between both l and v
+ highp vec3 l = normalize(-uLightDirection[i]); // Vector from surface point to light
+ mediump vec3 h = normalize(l+v); // Half vector between both l and v
mediump float VdotH = dot(v, h);
lowp vec3 specularReflection = f0 + (reflectance90 - f0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0);
lowp float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
lowp float geometricOcclusion = attenuationL * attenuationV;
- mediump float NdotH = dot(n, h);
- lowp float f = (NdotH * roughnessSq - NdotH) * NdotH + 1.0;
+ highp float NdotH = dot(n, h);
+ highp float f = (NdotH * roughnessSq - NdotH) * NdotH + 1.0;
lowp float microfacetDistribution = roughnessSq / (M_PI * f * f);;
// Calculation of analytical lighting contribution
}
}
+ if(float(uIsShadowEnabled) * uShadowIntensity > 0.0)
+ {
+ mediump float exposureFactor = 0.0;
+ if(uEnableShadowSoftFiltering > 0)
+ {
+ ivec2 texSize = textureSize(sShadowMap, 0);
+ mediump vec2 texelSize = vec2(1.0) / vec2(texSize.x, texSize.y);
+ mediump vec2 pcfSample = vec2(1.f, 0.f);
+ for (int i = 0; i < kPcfSampleCount; ++i)
+ {
+ pcfSample = vec2(kCosPcfTheta * pcfSample.x - kSinPcfTheta * pcfSample.y,
+ kSinPcfTheta * pcfSample.x + kCosPcfTheta * pcfSample.y);
+ lowp float depthValue = texture(sShadowMap, positionFromLightView.xy + pcfSample * texelSize).r;
+ exposureFactor += (depthValue < positionFromLightView.z - uShadowBias) ? 0.0 : 1.0;
+ }
+ exposureFactor *= kInvSampleCount;
+ }
+ else
+ {
+ mediump float depthValue = texture(sShadowMap, positionFromLightView.xy).r;
+ exposureFactor = (depthValue < positionFromLightView.z - uShadowBias) ? 0.0 : 1.0;
+ }
+ color *= (1.0 - (1.0 - exposureFactor) * uShadowIntensity);
+ }
+
#ifdef OCCLUSION
lowp float ao = texture(sOcclusion, vUV).r;
color = mix(color, color * ao, uOcclusionStrength);