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authorx2048 <codeforsmile@gmail.com>2022-04-07 22:13:50 +0200
committerGitHub <noreply@github.com>2022-04-07 22:13:50 +0200
commit48f7c5603e5b2dfca941d228e76e452bc269a1fa (patch)
tree7983bb05e762792e38ba22a59e8718cac5381747 /client/shaders/nodes_shader
parent0b5b2b2633609f646a534d353a2c587af4be46fa (diff)
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Adjust shadowmap distortion to use entire SM texture (#12166)
Diffstat (limited to 'client/shaders/nodes_shader')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl25
1 files changed, 14 insertions, 11 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 3dc66bdb3..4d0d107d1 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -17,6 +17,7 @@ uniform float animationTimer;
uniform mat4 m_ShadowViewProj;
uniform float f_shadowfar;
uniform float f_shadow_strength;
+ uniform vec4 CameraPos;
varying float normalOffsetScale;
varying float adj_shadow_strength;
varying float cosLight;
@@ -53,12 +54,13 @@ uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
-
- float pDistance = length(shadowPosition.xy);
+ vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
+ vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
+ float pDistance = length(l);
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
-
- shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
-
+ l /= pFactor;
+ shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
+ shadowPosition.z *= zPerspectiveBias;
return shadowPosition;
}
@@ -171,13 +173,13 @@ 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
+ float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy); // length in texture coords
return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
}
float getDeltaPerspectiveFactor(float l)
{
- return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
+ return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@@ -185,7 +187,6 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
- if (PCFBOUND == 0.0) return 0.0;
// Return fast if sharp shadows are requested
if (PCFBOUND == 0.0)
return 0.0;
@@ -489,11 +490,13 @@ 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), 50.0));
+ 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) {
-
+
#ifdef COLORED_SHADOWS
vec4 visibility;
if (cosLight > 0.0)
@@ -527,7 +530,7 @@ void main(void)
}
shadow_int *= f_adj_shadow_strength;
-
+
// calculate fragment color from components:
col.rgb =
adjusted_night_ratio * col.rgb + // artificial light