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-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl288
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl92
2 files changed, 188 insertions, 192 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 762a676c6..c4b947e72 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -16,10 +16,16 @@ uniform float animationTimer;
uniform float f_textureresolution;
uniform mat4 m_ShadowViewProj;
uniform float f_shadowfar;
- varying float normalOffsetScale;
+ uniform float f_shadow_strength;
+ uniform vec4 CameraPos;
+ uniform float xyPerspectiveBias0;
+ uniform float xyPerspectiveBias1;
+
varying float adj_shadow_strength;
varying float cosLight;
varying float f_normal_length;
+ varying vec3 shadow_position;
+ varying float perspective_factor;
#endif
@@ -43,23 +49,7 @@ varying float nightRatio;
const float fogStart = FOG_START;
const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
-
-
#ifdef ENABLE_DYNAMIC_SHADOWS
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
-
-vec4 getPerspectiveFactor(in vec4 shadowPosition)
-{
-
- float pDistance = length(shadowPosition.xy);
- float pFactor = pDistance * bias0 + bias1;
-
- shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
-
- return shadowPosition;
-}
// assuming near is always 1.0
float getLinearDepth()
@@ -69,16 +59,7 @@ float getLinearDepth()
vec3 getLightSpacePosition()
{
- vec4 pLightSpace;
- // some drawtypes have zero normals, so we need to handle it :(
- #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);
- #endif
- pLightSpace = getPerspectiveFactor(pLightSpace);
- return pLightSpace.xyz * 0.5 + 0.5;
+ return shadow_position * 0.5 + 0.5;
}
// custom smoothstep implementation because it's not defined in glsl1.2
// https://docs.gl/sl4/smoothstep
@@ -136,23 +117,16 @@ float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
#if SHADOW_FILTER == 2
- #define PCFBOUND 3.5
- #define PCFSAMPLES 64.0
+ #define PCFBOUND 2.0 // 5x5
+ #define PCFSAMPLES 25
#elif SHADOW_FILTER == 1
- #define PCFBOUND 1.5
- #if defined(POISSON_FILTER)
- #define PCFSAMPLES 32.0
- #else
- #define PCFSAMPLES 16.0
- #endif
+ #define PCFBOUND 1.0 // 3x3
+ #define PCFSAMPLES 9
#else
#define PCFBOUND 0.0
- #if defined(POISSON_FILTER)
- #define PCFSAMPLES 4.0
- #else
- #define PCFSAMPLES 1.0
- #endif
+ #define PCFSAMPLES 1
#endif
+
#ifdef COLORED_SHADOWS
float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
@@ -169,57 +143,31 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
}
#endif
-float getBaseLength(vec2 smTexCoord)
-{
- float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
- return bias1 / (1.0 / l - bias0); // return to undistorted coords
-}
-
-float getDeltaPerspectiveFactor(float l)
-{
- return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
-}
+#define BASEFILTERRADIUS 1.0
-float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
+float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
- if (PCFBOUND == 0.0) return 0.0;
// Return fast if sharp shadows are requested
- if (SOFTSHADOWRADIUS <= 1.0) {
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
- return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
- }
+ if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
+ return 0.0;
vec2 clampedpos;
- float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5);
float y, x;
- float depth = 0.0;
- float pointDepth;
- float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
-
- float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND);
- int n = 0;
-
- for (y = -bound; y <= bound; y += 1.0)
- for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y);
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * maxRadius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * maxRadius * perspectiveFactor + smTexCoord.xy;
-
- pointDepth = getHardShadowDepth(shadowsampler, clampedpos.xy, realDistance);
- if (pointDepth > -0.01) {
- depth += pointDepth;
- n += 1;
- }
- }
-
- depth = depth / n;
- depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001;
-
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
- return max(length(smTexCoord.xy) * 2 * 2048 / f_textureresolution / pow(perspectiveFactor, 3), depth * maxRadius);
+ float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
+ // A factor from 0 to 1 to reduce blurring of short shadows
+ float sharpness_factor = 1.0;
+ // conversion factor from shadow depth to blur radius
+ float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
+ if (depth > 0.0 && f_normal_length > 0.0)
+ // 5 is empirical factor that controls how fast shadow loses sharpness
+ sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
+ depth = 0.0;
+
+ float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
+ * f_textureresolution / 2.0 / f_shadowfar;
+ float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
+
+ return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
}
#ifdef POISSON_FILTER
@@ -294,26 +242,23 @@ const vec2[64] poissonDisk = vec2[64](
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- vec4 visibility = vec4(0.0);
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
+ vec2 clampedpos;
+ vec4 visibility = vec4(0.0);
+ float scale_factor = radius / f_textureresolution;
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
+ int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
+ samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
- clampedpos = poissonDisk[x];
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
+ clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
}
@@ -324,26 +269,23 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- float visibility = 0.0;
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
+ vec2 clampedpos;
+ float visibility = 0.0;
+ float scale_factor = radius / f_textureresolution;
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
+ int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
+ samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
- clampedpos = poissonDisk[x];
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
+ clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
}
@@ -359,65 +301,57 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- vec4 visibility = vec4(0.0);
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- float y, x;
- float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
- int n = 0;
+ vec2 clampedpos;
+ vec4 visibility = vec4(0.0);
+ float x, y;
+ float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
+ bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
+ float scale_factor = radius / bound / f_textureresolution;
+ float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y); // screen offset
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
+ clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
- n += 1;
+ n += 1.0;
}
- return visibility / n;
+ return visibility / max(n, 1.0);
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- float visibility = 0.0;
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- float y, x;
- float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
- int n = 0;
+ vec2 clampedpos;
+ float visibility = 0.0;
+ float x, y;
+ float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
+ bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
+ float scale_factor = radius / bound / f_textureresolution;
+ float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y); // screen offset
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
+ clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
- n += 1;
+ n += 1.0;
}
- return visibility / n;
+ return visibility / max(n, 1.0);
}
#endif
@@ -481,53 +415,59 @@ void main(void)
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
#ifdef ENABLE_DYNAMIC_SHADOWS
- float shadow_int = 0.0;
- vec3 shadow_color = vec3(0.0, 0.0, 0.0);
- vec3 posLightSpace = getLightSpacePosition();
+ if (f_shadow_strength > 0.0) {
+ float shadow_int = 0.0;
+ vec3 shadow_color = vec3(0.0, 0.0, 0.0);
+ vec3 posLightSpace = getLightSpacePosition();
- float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
- float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
+ float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
+ if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
+ distance_rate = 0.0;
+ float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0);
+
+ if (distance_rate > 1e-7) {
- if (distance_rate > 1e-7) {
-
#ifdef COLORED_SHADOWS
- vec4 visibility;
- if (cosLight > 0.0)
- visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
- else
- visibility = vec4(1.0, 0.0, 0.0, 0.0);
- shadow_int = visibility.r;
- shadow_color = visibility.gba;
+ vec4 visibility;
+ if (cosLight > 0.0 || f_normal_length < 1e-3)
+ visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ else
+ visibility = vec4(1.0, 0.0, 0.0, 0.0);
+ shadow_int = visibility.r;
+ shadow_color = visibility.gba;
#else
- if (cosLight > 0.0)
- shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
- else
- shadow_int = 1.0;
+ if (cosLight > 0.0 || f_normal_length < 1e-3)
+ shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ else
+ shadow_int = 1.0;
#endif
- shadow_int *= distance_rate;
- shadow_int = clamp(shadow_int, 0.0, 1.0);
+ shadow_int *= distance_rate;
+ shadow_int = clamp(shadow_int, 0.0, 1.0);
- }
+ }
- // turns out that nightRatio falls off much faster than
- // actual brightness of artificial light in relation to natual light.
- // Power ratio was measured on torches in MTG (brightness = 14).
- float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
+ // turns out that nightRatio falls off much faster than
+ // actual brightness of artificial light in relation to natual light.
+ // Power ratio was measured on torches in MTG (brightness = 14).
+ float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
+
+ // Apply self-shadowing when light falls at a narrow angle to the surface
+ // Cosine of the cut-off angle.
+ const float self_shadow_cutoff_cosine = 0.035;
+ if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
+ shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
+ shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
+ }
- if (f_normal_length != 0 && cosLight < 0.035) {
- shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, 0.035)/0.035);
- }
+ shadow_int *= f_adj_shadow_strength;
- shadow_int *= f_adj_shadow_strength;
-
- // calculate fragment color from components:
- col.rgb =
- adjusted_night_ratio * col.rgb + // artificial light
- (1.0 - adjusted_night_ratio) * ( // natural light
- col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
- dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
- // col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r;
- // col.r = adjusted_night_ratio; // debug night ratio adjustment
+ // calculate fragment color from components:
+ col.rgb =
+ adjusted_night_ratio * col.rgb + // artificial light
+ (1.0 - adjusted_night_ratio) * ( // natural light
+ col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
+ dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
+ }
#endif
#if ENABLE_TONE_MAPPING
@@ -547,6 +487,6 @@ void main(void)
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col = mix(skyBgColor, col, clarity);
col = vec4(col.rgb, base.a);
-
+
gl_FragColor = col;
}
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index d316930b2..d1fba2830 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -32,10 +32,14 @@ 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;
+ varying float perspective_factor;
#endif
@@ -45,8 +49,38 @@ varying float nightRatio;
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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)
@@ -193,24 +227,46 @@ void main(void)
varColor = clamp(color, 0.0, 1.0);
#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);
- normalOffsetScale = texelSize * slopeScale;
-
- if (f_timeofday < 0.2) {
- adj_shadow_strength = f_shadow_strength * 0.5 *
- (1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
- } else if (f_timeofday >= 0.8) {
- adj_shadow_strength = f_shadow_strength * 0.5 *
- mtsmoothstep(0.8, 0.83, f_timeofday);
- } else {
- adj_shadow_strength = f_shadow_strength *
- mtsmoothstep(0.20, 0.25, f_timeofday) *
- (1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
+ if (f_shadow_strength > 0.0) {
+ 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;
+ perspective_factor = pFactor;
+
+ if (f_timeofday < 0.2) {
+ adj_shadow_strength = f_shadow_strength * 0.5 *
+ (1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
+ } else if (f_timeofday >= 0.8) {
+ adj_shadow_strength = f_shadow_strength * 0.5 *
+ mtsmoothstep(0.8, 0.83, f_timeofday);
+ } else {
+ adj_shadow_strength = f_shadow_strength *
+ mtsmoothstep(0.20, 0.25, f_timeofday) *
+ (1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
+ }
}
- f_normal_length = length(vNormal);
#endif
-
}