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author | x2048 <codeforsmile@gmail.com> | 2022-04-14 22:49:30 +0200 |
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committer | GitHub <noreply@github.com> | 2022-04-14 22:49:30 +0200 |
commit | a5d29fa1d4bc6849d7a6529edc522accac8219d2 (patch) | |
tree | 16643a9fcfeef12802fb867803a7de35e93d649f /client/shaders/object_shader/opengl_fragment.glsl | |
parent | 9aabd911eb57a5ddef72dd9b7c96f5cca1bd258e (diff) | |
download | minetest-a5d29fa1d4bc6849d7a6529edc522accac8219d2.tar.gz minetest-a5d29fa1d4bc6849d7a6529edc522accac8219d2.tar.bz2 minetest-a5d29fa1d4bc6849d7a6529edc522accac8219d2.zip |
Implement shadow offsets for the new SM distortion function (#12191)
* Move shadow position calculation to vertex shaders
* Animate entire scene before rendering shadows to prevent lagging of shadows
* Remove unnecessary use of PolygonOffsetFactor
* Apply normal offset to both nodes and objects
* Rename getPerspectiveFactor -> applyPerspectiveDistortion
* Remove perspective distortion from fragment shaders
Diffstat (limited to 'client/shaders/object_shader/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 35 |
1 files changed, 7 insertions, 28 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl index 2611bf8ef..7baf5826f 100644 --- a/client/shaders/object_shader/opengl_fragment.glsl +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -19,10 +19,13 @@ uniform float animationTimer; uniform float f_shadowfar; uniform float f_shadow_strength; uniform vec4 CameraPos; - varying float normalOffsetScale; + uniform float xyPerspectiveBias0; + uniform float xyPerspectiveBias1; + varying float adj_shadow_strength; varying float cosLight; varying float f_normal_length; + varying vec3 shadow_position; #endif @@ -48,24 +51,7 @@ varying float vIDiff; const float fogStart = FOG_START; const float fogShadingParameter = 1.0 / (1.0 - fogStart); - - #ifdef ENABLE_DYNAMIC_SHADOWS -uniform float xyPerspectiveBias0; -uniform float xyPerspectiveBias1; -uniform float zPerspectiveBias; - -vec4 getPerspectiveFactor(in vec4 shadowPosition) -{ - 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; - l /= pFactor; - shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l; - shadowPosition.z *= zPerspectiveBias; - return shadowPosition; -} // assuming near is always 1.0 float getLinearDepth() @@ -75,15 +61,7 @@ float getLinearDepth() vec3 getLightSpacePosition() { - vec4 pLightSpace; - // some drawtypes have zero normals, so we need to handle it :( - #if DRAW_TYPE == NDT_PLANTLIKE - pLightSpace = m_ShadowViewProj * vec4(worldPosition, 1.0); - #else - pLightSpace = m_ShadowViewProj * vec4(worldPosition + normalOffsetScale * normalize(vNormal), 1.0); - #endif - pLightSpace = getPerspectiveFactor(pLightSpace); - return pLightSpace.xyz * 0.5 + 0.5; + return shadow_position * 0.5 + 0.5; } // custom smoothstep implementation because it's not defined in glsl1.2 // https://docs.gl/sl4/smoothstep @@ -503,13 +481,14 @@ void main(void) #ifdef COLORED_SHADOWS vec4 visibility; - if (cosLight > 0.0) + if (cosLight > 0.0 || f_normal_length < 1e-3) 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 + if (cosLight > 0.0 || f_normal_length < 1e-3) if (cosLight > 0.0) shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z); else |