#version 450 const int MAX_LIGHTS = 4; struct Light { vec4 direction; vec4 color; }; layout(location = 0) in vec2 fragUV; layout(location = 1) in vec3 fragNormal; layout(location = 2) in vec3 fragWorldPos; layout(location = 3) in float fragViewDepth; layout(location = 4) in vec2 fragVelocity; layout(location = 0) out vec4 outColor; layout(location = 1) out vec2 outVelocity; // TAA velocity 附件 layout(set = 0, binding = 0) uniform UniformBufferObject { mat4 view; mat4 proj; mat4 lightSpace[3]; // CSM 各级联光空间 VP vec4 cascadeSplits; // xyz = 级联 0..2 远边界(视图深度) vec4 ambientColor; Light lights[MAX_LIGHTS]; mat4 projNoJitter; mat4 prevView; mat4 prevProj; } ubo; layout(set = 1, binding = 0) uniform sampler2D texSampler; layout(set = 2, binding = 0) uniform sampler2D shadowMap0; // CSM 级联 0(最近) layout(set = 2, binding = 1) uniform sampler2D shadowMap1; // 级联 1 layout(set = 2, binding = 2) uniform sampler2D shadowMap2; // 级联 2(最远) // 第 0 盏灯(KeyLight)的 CSM 阴影因子:0.3 影中 / 1.0 受光。 // 级联按视图深度选择;采样器均 clamp-to-border 白色: // 光视锥外自动 1.0(无阴影),省出界分支。 float ShadowFactor(vec3 N, float viewDepth) { // 级联选择:第一个 viewDepth < split 的级联 int cascade = 2; for (int i = 0; i < 3; ++i) { if (viewDepth < ubo.cascadeSplits[i]) { cascade = i; break; } } vec4 ls = ubo.lightSpace[cascade] * vec4(fragWorldPos, 1.0); vec3 proj = ls.xyz / ls.w; // NDC [-1,1] → UV [0,1](ortho 的 w=1) vec2 uv = proj.xy * 0.5 + 0.5; float closest; if (cascade == 0) closest = texture(shadowMap0, uv).r; else if (cascade == 1) closest = texture(shadowMap1, uv).r; else closest = texture(shadowMap2, uv).r; // 斜率缩放 bias:掠射面用更大的 bias 压 acne vec3 L = normalize(-ubo.lights[0].direction.xyz); float bias = max(0.004 * (1.0 - dot(N, L)), 0.0012); return (proj.z - bias > closest) ? 0.3 : 1.0; } void main() { vec3 albedo = texture(texSampler, fragUV).rgb; vec3 N = normalize(fragNormal); vec3 result = ubo.ambientColor.rgb * albedo; for (int i = 0; i < MAX_LIGHTS; ++i) { vec3 L = normalize(-ubo.lights[i].direction.xyz); float diff = max(dot(N, L), 0.0); float shade = (i == 0) ? ShadowFactor(N, fragViewDepth) : 1.0; result += ubo.lights[i].color.rgb * ubo.lights[i].color.a * diff * albedo * shade; } outColor = vec4(result, 1.0); outVelocity = fragVelocity; }