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authorx2048 <codeforsmile@gmail.com>2022-03-31 22:40:06 +0200
committerGitHub <noreply@github.com>2022-03-31 22:40:06 +0200
commit31578303a4eab6b6b083e57b6bf8d12ff3b3d991 (patch)
tree3ff56df6e29207c1ca3f2f93c5327f1cc786a7ec /client/shaders/nodes_shader
parent06d197cdd042392e1551e5e7244c61300a6bb4e3 (diff)
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Tune shadow perspective distortion (#12146)
* Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
Diffstat (limited to 'client/shaders/nodes_shader')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl18
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl8
2 files changed, 13 insertions, 13 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index adc8adccb..3dc66bdb3 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -47,17 +47,17 @@ 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;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
- float pFactor = pDistance * bias0 + bias1;
+ float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
- shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+ shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}
@@ -172,12 +172,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
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
+ return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
}
float getDeltaPerspectiveFactor(float l)
{
- return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
+ return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@@ -489,8 +489,8 @@ void main(void)
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 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 50.0));
+ float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0);
if (distance_rate > 1e-7) {
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 5e77ac719..935fbf043 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -45,8 +45,8 @@ varying float nightRatio;
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
const float e = 2.718281828459;
const float BS = 10.0;
-const float bias0 = 0.9;
-const float bias1 = 1.0 - bias0;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
@@ -206,9 +206,9 @@ void main(void)
// 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 * bias0 + bias1;
+ float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
- (f_textureresolution * bias1 - perspectiveFactor * bias0);
+ (f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;