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authorx2048 <codeforsmile@gmail.com>2021-10-01 16:21:53 +0200
committerGitHub <noreply@github.com>2021-10-01 16:21:53 +0200
commit982e03f60dc95cb2605a4a1c6520b604f85dd1d0 (patch)
tree748a4763dea169f7e983a602a1fc7d2e031c9849 /client/shaders/nodes_shader/opengl_fragment.glsl
parent21113ad4105dd3fb181b3d0638b907af94a352ab (diff)
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Improvements to colored shadows (#11516)
Diffstat (limited to 'client/shaders/nodes_shader/opengl_fragment.glsl')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl9
1 files changed, 7 insertions, 2 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 87ef9af7d..e21890710 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -489,7 +489,11 @@ void main(void)
if (distance_rate > 1e-7) {
#ifdef COLORED_SHADOWS
- vec4 visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ 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;
#else
@@ -507,7 +511,8 @@ void main(void)
shadow_int = 1.0 - (shadow_int * f_adj_shadow_strength);
- col.rgb = mix(shadow_color,col.rgb,shadow_int)*shadow_int;
+ // apply shadow (+color) as a factor to the material color
+ col.rgb = col.rgb * (1.0 - (1.0 - shadow_color) * (1.0 - pow(shadow_int, 2.0)));
// col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r;
#endif