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-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl16
1 files changed, 10 insertions, 6 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 43a8b1f25..9f8a21d09 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -181,9 +181,14 @@ float getDeltaPerspectiveFactor(float l)
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
{
+ float baseLength = getBaseLength(smTexCoord);
+ float perspectiveFactor;
+
// Return fast if sharp shadows are requested
- if (SOFTSHADOWRADIUS <= 1.0)
- return SOFTSHADOWRADIUS;
+ if (SOFTSHADOWRADIUS <= 1.0) {
+ perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
+ return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
+ }
vec2 clampedpos;
float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5);
@@ -192,8 +197,6 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
float pointDepth;
float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
int n = 0;
@@ -211,9 +214,10 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
}
depth = depth / n;
-
depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001;
- return max(0.5, depth * maxRadius);
+
+ perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
+ return max(length(smTexCoord.xy) * 2 * 2048 / f_textureresolution / pow(perspectiveFactor, 3), depth * maxRadius);
}
#ifdef POISSON_FILTER