Fix shadows of sun type lights on some Intel gpus

When you pass a struct as a parameter to a function, the qualifier "layout(column_major)" is lost.
This commit is contained in:
Germano Cavalcante 2018-10-19 11:02:36 -03:00
parent 374a8b9da5
commit cdef1e911b
1 changed files with 14 additions and 10 deletions

View File

@ -122,10 +122,14 @@ float evaluate_cascade(ShadowData sd, mat4 shadowmat, vec3 W, float range, float
}
}
float shadow_cascade(ShadowData sd, ShadowCascadeData scd, float texid, vec3 W)
float shadow_cascade(ShadowData sd, int scd_id, float texid, vec3 W)
{
vec4 view_z = vec4(dot(W - cameraPos, cameraForward));
vec4 weights = smoothstep(scd.split_end_distances, scd.split_start_distances.yzwx, view_z);
vec4 weights = smoothstep(
shadows_cascade_data[scd_id].split_end_distances,
shadows_cascade_data[scd_id].split_start_distances.yzwx,
view_z);
weights.yzw -= weights.xyz;
vec4 vis = vec4(1.0);
@ -133,10 +137,10 @@ float shadow_cascade(ShadowData sd, ShadowCascadeData scd, float texid, vec3 W)
/* Branching using (weights > 0.0) is reaally slooow on intel so avoid it for now. */
/* TODO OPTI: Only do 2 samples and blend. */
vis.x = evaluate_cascade(sd, scd.shadowmat[0], W, range, texid + 0);
vis.y = evaluate_cascade(sd, scd.shadowmat[1], W, range, texid + 1);
vis.z = evaluate_cascade(sd, scd.shadowmat[2], W, range, texid + 2);
vis.w = evaluate_cascade(sd, scd.shadowmat[3], W, range, texid + 3);
vis.x = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[0], W, range, texid + 0);
vis.y = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[1], W, range, texid + 1);
vis.z = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[2], W, range, texid + 2);
vis.w = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[3], W, range, texid + 3);
float weight_sum = dot(vec4(1.0), weights);
if (weight_sum > 0.9999) {
@ -189,7 +193,7 @@ float light_visibility(LightData ld, vec3 W,
/* TODO : MSM */
// for (int i = 0; i < MAX_MULTI_SHADOW; ++i) {
vis *= shadow_cascade(
data, shadows_cascade_data[int(data.sh_data_start)],
data, int(data.sh_data_start),
data.sh_tex_start, W);
// }
}
@ -359,10 +363,10 @@ vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale)
W = W + T * rand.z + B * rand.w;
if (ld.l_type == SUN) {
ShadowCascadeData scd = shadows_cascade_data[int(data.sh_data_start)];
int scd_id = int(data.sh_data_start);
vec4 view_z = vec4(dot(W - cameraPos, cameraForward));
vec4 weights = step(scd.split_end_distances, view_z);
vec4 weights = step(shadows_cascade_data[scd_id].split_end_distances, view_z);
float id = abs(4.0 - dot(weights, weights));
if (id > 3.0) {
@ -371,7 +375,7 @@ vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale)
float range = abs(data.sh_far - data.sh_near); /* Same factor as in get_cascade_world_distance(). */
vec4 shpos = scd.shadowmat[int(id)] * vec4(W, 1.0);
vec4 shpos = shadows_cascade_data[scd_id].shadowmat[int(id)] * vec4(W, 1.0);
float dist = shpos.z * range;
if (shpos.z > 1.0 || shpos.z < 0.0) {