diff options
author | x2048 <codeforsmile@gmail.com> | 2022-04-07 22:13:50 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-04-07 22:13:50 +0200 |
commit | 48f7c5603e5b2dfca941d228e76e452bc269a1fa (patch) | |
tree | 7983bb05e762792e38ba22a59e8718cac5381747 /client/shaders/shadow_shaders/pass1_trans_vertex.glsl | |
parent | 0b5b2b2633609f646a534d353a2c587af4be46fa (diff) | |
download | minetest-48f7c5603e5b2dfca941d228e76e452bc269a1fa.tar.gz minetest-48f7c5603e5b2dfca941d228e76e452bc269a1fa.tar.bz2 minetest-48f7c5603e5b2dfca941d228e76e452bc269a1fa.zip |
Adjust shadowmap distortion to use entire SM texture (#12166)
Diffstat (limited to 'client/shaders/shadow_shaders/pass1_trans_vertex.glsl')
-rw-r--r-- | client/shaders/shadow_shaders/pass1_trans_vertex.glsl | 10 |
1 files changed, 7 insertions, 3 deletions
diff --git a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl index 6d2877d18..c2f575876 100644 --- a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl +++ b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl @@ -1,4 +1,5 @@ uniform mat4 LightMVP; // world matrix +uniform vec4 CameraPos; varying vec4 tPos; #ifdef COLORED_SHADOWS varying vec3 varColor; @@ -10,10 +11,13 @@ 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; } |