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authorx2048 <codeforsmile@gmail.com>2021-07-25 12:36:23 +0200
committerGitHub <noreply@github.com>2021-07-25 12:36:23 +0200
commitbf3acbf388406f736286d990adb5f35a9023c390 (patch)
tree9fdff755e37253580c222ff768802a6b0170be10 /client/shaders/nodes_shader/opengl_fragment.glsl
parentff2d2a6e93d75d24b3f69f2b3690bcac6440961e (diff)
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Distribute shadow map update over multiple frames to reduce stutter (#11422)
Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
Diffstat (limited to 'client/shaders/nodes_shader/opengl_fragment.glsl')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl10
1 files changed, 5 insertions, 5 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 64a88ebbb..f85ca7b48 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -197,7 +197,7 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
float pointDepth;
float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
- float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
+ float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND);
int n = 0;
for (y = -bound; y <= bound; y += 1.0)
@@ -304,7 +304,7 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
float perspectiveFactor;
float texture_size = 1.0 / (f_textureresolution * 0.5);
- int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), 1, PCFSAMPLES));
+ int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
@@ -334,7 +334,7 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
float perspectiveFactor;
float texture_size = 1.0 / (f_textureresolution * 0.5);
- int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), 1, PCFSAMPLES));
+ int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
@@ -370,7 +370,7 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
float texture_size = 1.0 / (f_textureresolution * 0.5);
float y, x;
- float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
+ float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
int n = 0;
// basic PCF filter
@@ -402,7 +402,7 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
float texture_size = 1.0 / (f_textureresolution * 0.5);
float y, x;
- float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
+ float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
int n = 0;
// basic PCF filter