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authorx2048 <codeforsmile@gmail.com>2022-04-14 22:49:30 +0200
committerGitHub <noreply@github.com>2022-04-14 22:49:30 +0200
commita5d29fa1d4bc6849d7a6529edc522accac8219d2 (patch)
tree16643a9fcfeef12802fb867803a7de35e93d649f /client/shaders/nodes_shader/opengl_vertex.glsl
parent9aabd911eb57a5ddef72dd9b7c96f5cca1bd258e (diff)
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Implement shadow offsets for the new SM distortion function (#12191)
* Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
Diffstat (limited to 'client/shaders/nodes_shader/opengl_vertex.glsl')
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl73
1 files changed, 57 insertions, 16 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 8c7e27459..3ea0faa36 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -32,10 +32,13 @@ centroid varying vec2 varTexCoord;
uniform float f_shadowfar;
uniform float f_shadow_strength;
uniform float f_timeofday;
+ uniform vec4 CameraPos;
+
varying float cosLight;
varying float normalOffsetScale;
varying float adj_shadow_strength;
varying float f_normal_length;
+ varying vec3 shadow_position;
#endif
@@ -47,8 +50,36 @@ const float e = 2.718281828459;
const float BS = 10.0;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
#ifdef ENABLE_DYNAMIC_SHADOWS
+
+vec4 getRelativePosition(in vec4 position)
+{
+ vec2 l = position.xy - CameraPos.xy;
+ vec2 s = l / abs(l);
+ s = (1.0 - s * CameraPos.xy);
+ l /= s;
+ return vec4(l, s);
+}
+
+float getPerspectiveFactor(in vec4 relativePosition)
+{
+ float pDistance = length(relativePosition.xy);
+ float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
+ return pFactor;
+}
+
+vec4 applyPerspectiveDistortion(in vec4 position)
+{
+ vec4 l = getRelativePosition(position);
+ float pFactor = getPerspectiveFactor(l);
+ l.xy /= pFactor;
+ position.xy = l.xy * l.zw + CameraPos.xy;
+ position.z *= zPerspectiveBias;
+ return position;
+}
+
// custom smoothstep implementation because it's not defined in glsl1.2
// https://docs.gl/sl4/smoothstep
float mtsmoothstep(in float edge0, in float edge1, in float x)
@@ -196,21 +227,32 @@ void main(void)
#ifdef ENABLE_DYNAMIC_SHADOWS
if (f_shadow_strength > 0.0) {
- vec3 nNormal = normalize(vNormal);
- cosLight = dot(nNormal, -v_LightDirection);
-
- // 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.
- vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
- // Distance from the vertex to the player
- float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
- // perspective factor estimation according to the
- float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
- float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
- (f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
- float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
- normalOffsetScale = texelSize * slopeScale;
+ vec3 nNormal;
+ f_normal_length = length(vNormal);
+
+ /* normalOffsetScale is in world coordinates (1/10th of a meter)
+ z_bias is in light space coordinates */
+ float normalOffsetScale, z_bias;
+ float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
+ if (f_normal_length > 0.0) {
+ nNormal = normalize(vNormal);
+ cosLight = dot(nNormal, -v_LightDirection);
+ float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
+ normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
+ xyPerspectiveBias1 / f_textureresolution;
+ z_bias = 1.0 * sinLight / cosLight;
+ }
+ else {
+ nNormal = vec3(0.0);
+ cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
+ float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
+ normalOffsetScale = 0.0;
+ z_bias = 3.6e3 * sinLight / cosLight;
+ }
+ z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
+
+ shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
+ shadow_position.z -= z_bias;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *
@@ -223,7 +265,6 @@ void main(void)
mtsmoothstep(0.20, 0.25, f_timeofday) *
(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
}
- f_normal_length = length(vNormal);
}
#endif
}