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authorDmitry Kostenko <codeforsmile@gmail.com>2022-02-14 09:00:55 +0100
committerx2048 <codeforsmile@gmail.com>2022-03-07 23:45:26 +0100
commit25c1974e0d734b6e80d128b325e8e6b506a7401b (patch)
tree7cec8aae9b7b5e4336133208f641b2ce820c5536
parent12896b22d8e30689c57ef17c23ec3165abaa7de7 (diff)
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Change normal bias for entities to avoid shadow acne
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl10
-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl13
2 files changed, 12 insertions, 11 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index 48066adc3..fdfcec0c8 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -56,12 +56,6 @@ vec4 getPerspectiveFactor(in vec4 shadowPosition)
return shadowPosition;
}
-// assuming near is always 1.0
-float getLinearDepth()
-{
- return 2.0 * f_shadowfar / (f_shadowfar + 1.0 - (2.0 * gl_FragCoord.z - 1.0) * (f_shadowfar - 1.0));
-}
-
vec3 getLightSpacePosition()
{
vec4 pLightSpace;
@@ -69,8 +63,7 @@ vec3 getLightSpacePosition()
#if DRAW_TYPE == NDT_PLANTLIKE
pLightSpace = m_ShadowViewProj * vec4(worldPosition, 1.0);
#else
- float offsetScale = (0.0057 * getLinearDepth() + normalOffsetScale);
- pLightSpace = m_ShadowViewProj * vec4(worldPosition + offsetScale * normalize(vNormal), 1.0);
+ pLightSpace = m_ShadowViewProj * vec4(worldPosition + normalOffsetScale * normalize(vNormal), 1.0);
#endif
pLightSpace = getPerspectiveFactor(pLightSpace);
return pLightSpace.xyz * 0.5 + 0.5;
@@ -544,6 +537,5 @@ void main(void)
float clarity = clamp(fogShadingParameter
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col = mix(skyBgColor, col, clarity);
-
gl_FragColor = vec4(col.rgb, base.a);
}
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
index 9ca5ef0f3..12078f532 100644
--- a/client/shaders/object_shader/opengl_vertex.glsl
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -36,6 +36,8 @@ const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
+const float bias0 = 0.9;
+const float bias1 = 1.0 - bias0;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
@@ -104,8 +106,15 @@ void main(void)
#ifdef ENABLE_DYNAMIC_SHADOWS
vec3 nNormal = normalize(vNormal);
cosLight = dot(nNormal, -v_LightDirection);
- float texelSize = 767.0 / f_textureresolution;
- float slopeScale = clamp(1.0 - abs(cosLight), 0.0, 1.0);
+
+ // Calculate normal offset scale based on the texel size adjusted for
+ // curvature of the SM texture. This code must be change together with
+ // getPerspectiveFactor or any light-space transformation.
+ float distanceToPlayer = length((eyePosition - worldPosition).xyz) / f_shadowfar;
+ float perspectiveFactor = distanceToPlayer * bias0 + bias1;
+ float texelSize = 1.0 / f_textureresolution;
+ texelSize *= f_shadowfar * perspectiveFactor / (bias1 / perspectiveFactor - texelSize * bias0) * 0.15;
+ float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;
if (f_timeofday < 0.2) {