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251 lines
9.4 KiB
HLSL
251 lines
9.4 KiB
HLSL
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#include "Common.hlsli"
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//Texture2DArray<float> Depthmap : register(t1);
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//SamplerState DepthmapSS : register(s1);
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Texture2D Depthmap : register(t1);
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SamplerComparisonState DepthmapSS : register(s1);
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cbuffer ShadowmapVars : register(b1)
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{
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float4 CamScenePos; //in shadow scene coords
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float4x4 CamSceneView;
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float4x4 LightView;
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float4 LightDir;
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float4 CascadeOffsets[16];
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float4 CascadeScales[16];
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float4 CascadeDepths[16]; //in scene eye space
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int CascadeCount;
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int CascadeVisual;
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int PCFLoopStart;
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int PCFLoopEnd;
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float BorderPaddingMin;
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float BorderPaddingMax;
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float Bias;
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float BlurBetweenCascades;
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float CascadeCountInv;
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float TexelSize;
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float TexelSizeX;
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float Pad20;
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};
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float ShadowmapSceneDepth(float3 camRelPos, out float4 lspos)
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{
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float4 scenePos = float4(camRelPos + CamScenePos.xyz, 1.0);
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lspos = mul(scenePos, LightView);
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return mul(scenePos, CamSceneView).z;
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}
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//--------------------------------------------------------------------------------------
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// Use PCF to sample the depth map and return a percent lit value.
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//--------------------------------------------------------------------------------------
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void ShadowmapCalculatePCFPercentLit(in float4 vShadowTexCoord,
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in float fRightTexelDepthDelta,
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in float fUpTexelDepthDelta,
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in float fBlurRowSize,
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in float fCascade,
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out float fPercentLit
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)
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{
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fPercentLit = 0.0f;
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// This loop could be unrolled, and texture immediate offsets could be used if the kernel size were fixed.
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// This would be performance improvment.
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for (int x = PCFLoopStart; x < PCFLoopEnd; ++x)
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{
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for (int y = PCFLoopStart; y < PCFLoopEnd; ++y)
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{
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float depthcompare = vShadowTexCoord.z;
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// A very simple solution to the depth bias problems of PCF is to use an offset.
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// Unfortunately, too much offset can lead to Peter-panning (shadows near the base of object disappear )
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// Too little offset can lead to shadow acne ( objects that should not be in shadow are partially self shadowed ).
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depthcompare -= Bias;
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//depthcompare += Bias;
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// Compare the transformed pixel depth to the depth read from the map.
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//fPercentLit += Depthmap.SampleLevel(DepthmapSS,
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fPercentLit += Depthmap.SampleCmpLevelZero(DepthmapSS,
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float2(
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vShadowTexCoord.x + (((float)x) * TexelSizeX),
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vShadowTexCoord.y + (((float)y) * TexelSize)//,
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), depthcompare);
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//fCascade
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//), 0).r > depthcompare ? 1.0 : 0.0;// , depthcompare);//== 1.0)?1:0;//
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}
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}
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fPercentLit /= (float)fBlurRowSize;
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}
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//--------------------------------------------------------------------------------------
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// Calculate amount to blend between two cascades and the band where blending will occure.
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//--------------------------------------------------------------------------------------
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void ShadowmapCalculateBlendAmountForMap(in float4 vShadowMapTextureCoord,
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in out float fCurrentPixelsBlendBandLocation,
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out float fBlendBetweenCascadesAmount)
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{
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// Calcaulte the blend band for the map based selection.
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float2 distanceToOne = float2 (1.0f - vShadowMapTextureCoord.x, 1.0f - vShadowMapTextureCoord.y);
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fCurrentPixelsBlendBandLocation = min(vShadowMapTextureCoord.x, vShadowMapTextureCoord.y);
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float fCurrentPixelsBlendBandLocation2 = min(distanceToOne.x, distanceToOne.y);
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fCurrentPixelsBlendBandLocation =
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min(fCurrentPixelsBlendBandLocation, fCurrentPixelsBlendBandLocation2);
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fBlendBetweenCascadesAmount = BlurBetweenCascades != 0.0 ?
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(fCurrentPixelsBlendBandLocation / BlurBetweenCascades) : 0.0;
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}
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static const float4 vCascadeColorsMultiplier[8] =
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{
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float4 (1.5f, 0.0f, 0.0f, 1.0f),
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float4 (0.0f, 1.5f, 0.0f, 1.0f),
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float4 (0.0f, 0.0f, 5.5f, 1.0f),
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float4 (1.5f, 0.0f, 5.5f, 1.0f),
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float4 (1.5f, 1.5f, 0.0f, 1.0f),
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float4 (1.0f, 1.0f, 1.0f, 1.0f),
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float4 (0.0f, 1.0f, 5.5f, 1.0f),
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float4 (0.5f, 3.5f, 0.75f, 1.0f)
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};
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void ShadowComputeCoordinatesTransform(in int iCascadeIndex, inout float4 vShadowTexCoord)
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{
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//transform X coord for current cascade.
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vShadowTexCoord.x *= CascadeCountInv;// m_fShadowPartitionSize; // precomputed (float)iCascadeIndex / (float)CASCADE_CNT
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vShadowTexCoord.x += (CascadeCountInv*(float)iCascadeIndex);// (m_fShadowPartitionSize * (float)iCascadeIndex);
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}
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float ShadowAmount(float4 shadowcoord, float shadowdepth)//, inout float4 colour)
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{
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float4 vShadowMapTextureCoord = 0.0f;
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float4 vShadowMapTextureCoord_blend = 0.0f;
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float4 vVisualizeCascadeColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
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float fPercentLit = 0.0f;
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float fPercentLit_blend = 0.0f;
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float fUpTextDepthWeight = 0;
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float fRightTextDepthWeight = 0;
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float fUpTextDepthWeight_blend = 0;
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float fRightTextDepthWeight_blend = 0;
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int iBlurRowSize = PCFLoopEnd - PCFLoopStart;
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iBlurRowSize *= iBlurRowSize;
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float fBlurRowSize = (float)iBlurRowSize;
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int iCascadeFound = 0;
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int iNextCascadeIndex = 1;
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// The interval based selection technique compares the pixel's depth against the frustum's cascade divisions.
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float fCurrentPixelDepth = shadowdepth;
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// This for loop is not necessary when the frustum is uniformaly divided and interval based selection is used.
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// In this case fCurrentPixelDepth could be used as an array lookup into the correct frustum.
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int iCurrentCascadeIndex = 0;
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float4 vShadowMapTextureCoordViewSpace = shadowcoord;
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if (CascadeCount == 1)
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{
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vShadowMapTextureCoord = vShadowMapTextureCoordViewSpace * CascadeScales[0];
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vShadowMapTextureCoord += CascadeOffsets[0];
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}
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if (CascadeCount > 1) {
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for (int iCascadeIndex = 0; iCascadeIndex < CascadeCount && iCascadeFound == 0; ++iCascadeIndex)
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{
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vShadowMapTextureCoord = vShadowMapTextureCoordViewSpace * CascadeScales[iCascadeIndex];
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vShadowMapTextureCoord += CascadeOffsets[iCascadeIndex];
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if (min(vShadowMapTextureCoord.x, vShadowMapTextureCoord.y) > BorderPaddingMin
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&& max(vShadowMapTextureCoord.x, vShadowMapTextureCoord.y) < BorderPaddingMax)
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{
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iCurrentCascadeIndex = iCascadeIndex;
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iCascadeFound = 1;
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}
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}
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}
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if (iCascadeFound == 0 || vShadowMapTextureCoord.z>=1)
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{
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//colour = float4(0.1, 0.3, 1.0, 0.5);
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return 1.0; //out of range!
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}
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else
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{
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ShadowComputeCoordinatesTransform(iCurrentCascadeIndex, vShadowMapTextureCoord);
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vVisualizeCascadeColor = vCascadeColorsMultiplier[iCurrentCascadeIndex];
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//colour = vVisualizeCascadeColor;
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// Repeat texcoord calculations for the next cascade.
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// The next cascade index is used for blurring between maps.
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iNextCascadeIndex = min(CascadeCount - 1, iCurrentCascadeIndex + 1);
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float fBlendBetweenCascadesAmount = 1.0f;
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float fCurrentPixelsBlendBandLocation = 1.0f;
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ShadowmapCalculateBlendAmountForMap(vShadowMapTextureCoord, fCurrentPixelsBlendBandLocation, fBlendBetweenCascadesAmount);
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ShadowmapCalculatePCFPercentLit(vShadowMapTextureCoord, fRightTextDepthWeight, fUpTextDepthWeight, fBlurRowSize, (float)iCurrentCascadeIndex, fPercentLit);
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if (CascadeCount > 1)
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{
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if (fCurrentPixelsBlendBandLocation < BlurBetweenCascades)
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{ // the current pixel is within the blend band.
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// Repeat texcoord calculations for the next cascade.
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// The next cascade index is used for blurring between maps.
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vShadowMapTextureCoord_blend = vShadowMapTextureCoordViewSpace * CascadeScales[iNextCascadeIndex];
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vShadowMapTextureCoord_blend += CascadeOffsets[iNextCascadeIndex];
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ShadowComputeCoordinatesTransform(iNextCascadeIndex, vShadowMapTextureCoord_blend);
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// We repeat the calcuation for the next cascade layer, when blending between maps.
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if (fCurrentPixelsBlendBandLocation < BlurBetweenCascades)
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{
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// the current pixel is within the blend band.
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ShadowmapCalculatePCFPercentLit(vShadowMapTextureCoord_blend, fRightTextDepthWeight_blend, fUpTextDepthWeight_blend, fBlurRowSize, (float)iNextCascadeIndex, fPercentLit_blend);
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fPercentLit = lerp(fPercentLit_blend, fPercentLit, fBlendBetweenCascadesAmount);
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// Blend the two calculated shadows by the blend amount.
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}
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}
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}
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return fPercentLit;
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}
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}
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float3 FullLighting(float3 diff, float3 spec, float3 norm, float4 vc0, uniform ShaderGlobalLightParams globalLights, uint enableShadows, float shadowdepth, float4 shadowcoord)
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{
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float lf = saturate(dot(norm, globalLights.LightDir.xyz));
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float shadowlit = 1.0;
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if (enableShadows == 1)
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{
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//float shadowdepth = input.Shadows.x;// *0.000001;
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if (abs(shadowdepth) < 2000)//2km
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{
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//float4 shadowcoord = input.LightShadow;
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//float4 shadowcolour = (float4)1;
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shadowlit = ShadowAmount(shadowcoord, shadowdepth);// , shadowcolour);
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}
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}
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lf *= shadowlit;
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float3 speclit = spec*shadowlit;
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return GlobalLighting(diff, norm, vc0, lf, globalLights) + speclit;
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}
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