Shadow PCF
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@@ -32,20 +32,38 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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float4 lightSpacePos = mul(biasMat, mul(pLightEnv.directionalLights[i].lightSpaceMatrix, float4(params.position_WS, 1)));
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float4 shadowCoord = lightSpacePos / lightSpacePos.w;
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float shadow = 1.0f;
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float dist = pLightEnv.shadowMap.Sample(pLightEnv.shadowSampler, shadowCoord.xy).r;
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if (shadowCoord.w > 0 && dist > shadowCoord.z)
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{
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shadow = 0;
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int2 texDim;
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pLightEnv.shadowMap.GetDimensions(texDim.x, texDim.y);
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float scale = 1.5f;
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float dx = scale * 1.0 / float(texDim.x);
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float dy = scale * 1.0 / float(texDim.y);
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float shadowFactor = 0.0f;
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int count = 0;
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int range = 1;
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for (int x = -range; x <= range; ++x) {
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for (int y = -range; y <= range; ++y) {
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float shadow = 1.0f;
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if (shadowCoord.z > 0.0 && shadowCoord.z < 1.0)
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{
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float dist = pLightEnv.shadowMap.Sample(pLightEnv.shadowSampler, shadowCoord.xy + float2(dx * x, dy * y)).r;
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if (shadowCoord.w > 0 && dist > shadowCoord.z)
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{
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shadow = 0;
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}
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}
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shadowFactor += shadow;
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count++;
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}
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}
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result += shadow * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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result += (shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for (uint i = 0; i < pLightEnv.numPointLights; ++i)
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{
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//uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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//result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
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result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
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return float4(result, brdf.getAlpha());
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}
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