aboutsummaryrefslogtreecommitdiff
path: root/client
diff options
context:
space:
mode:
authorx2048 <codeforsmile@gmail.com>2022-03-26 16:58:26 +0100
committerGitHub <noreply@github.com>2022-03-26 16:58:26 +0100
commit0f25fa7af655b98fa401176a523f269c843d1943 (patch)
tree1fa8762f53941d6c1250c0c3a7dc6b8557995a40 /client
parent8d55702d139db739f8bf43eaa600f41446b29a16 (diff)
downloadminetest-0f25fa7af655b98fa401176a523f269c843d1943.tar.gz
minetest-0f25fa7af655b98fa401176a523f269c843d1943.tar.bz2
minetest-0f25fa7af655b98fa401176a523f269c843d1943.zip
Add API to control shadow intensity from the game/mod (#11944)
* Also Disable shadows when sun/moon is hidden. Fixes #11972.
Diffstat (limited to 'client')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl85
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl57
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl84
-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl56
4 files changed, 146 insertions, 136 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index e5f5c703a..adc8adccb 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -16,6 +16,7 @@ uniform float animationTimer;
uniform float f_textureresolution;
uniform mat4 m_ShadowViewProj;
uniform float f_shadowfar;
+ uniform float f_shadow_strength;
varying float normalOffsetScale;
varying float adj_shadow_strength;
varying float cosLight;
@@ -483,55 +484,57 @@ void main(void)
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
#ifdef ENABLE_DYNAMIC_SHADOWS
- float shadow_int = 0.0;
- vec3 shadow_color = vec3(0.0, 0.0, 0.0);
- vec3 posLightSpace = getLightSpacePosition();
+ if (f_shadow_strength > 0.0) {
+ float shadow_int = 0.0;
+ 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), 20.0));
+ float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
- if (distance_rate > 1e-7) {
-
+ if (distance_rate > 1e-7) {
+
#ifdef COLORED_SHADOWS
- vec4 visibility;
- if (cosLight > 0.0)
- 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;
+ vec4 visibility;
+ if (cosLight > 0.0)
+ 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)
- shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
- else
- shadow_int = 1.0;
+ if (cosLight > 0.0)
+ shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ else
+ shadow_int = 1.0;
#endif
- shadow_int *= distance_rate;
- shadow_int = clamp(shadow_int, 0.0, 1.0);
+ shadow_int *= distance_rate;
+ shadow_int = clamp(shadow_int, 0.0, 1.0);
- }
+ }
- // turns out that nightRatio falls off much faster than
- // actual brightness of artificial light in relation to natual light.
- // Power ratio was measured on torches in MTG (brightness = 14).
- float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
-
- // Apply self-shadowing when light falls at a narrow angle to the surface
- // Cosine of the cut-off angle.
- const float self_shadow_cutoff_cosine = 0.035;
- if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
- shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
- shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
- }
+ // turns out that nightRatio falls off much faster than
+ // actual brightness of artificial light in relation to natual light.
+ // Power ratio was measured on torches in MTG (brightness = 14).
+ float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
+
+ // Apply self-shadowing when light falls at a narrow angle to the surface
+ // Cosine of the cut-off angle.
+ const float self_shadow_cutoff_cosine = 0.035;
+ if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
+ shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
+ shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
+ }
- shadow_int *= f_adj_shadow_strength;
-
- // calculate fragment color from components:
- col.rgb =
- adjusted_night_ratio * col.rgb + // artificial light
- (1.0 - adjusted_night_ratio) * ( // natural light
- col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
- dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
+ shadow_int *= f_adj_shadow_strength;
+
+ // calculate fragment color from components:
+ col.rgb =
+ adjusted_night_ratio * col.rgb + // artificial light
+ (1.0 - adjusted_night_ratio) * ( // natural light
+ col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
+ dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
+ }
#endif
#if ENABLE_TONE_MAPPING
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 95cd138a8..5e77ac719 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -195,34 +195,35 @@ void main(void)
varColor = clamp(color, 0.0, 1.0);
#ifdef ENABLE_DYNAMIC_SHADOWS
- vec3 nNormal = normalize(vNormal);
- cosLight = dot(nNormal, -v_LightDirection);
-
- // Calculate normal offset scale based on the texel size adjusted for
- // curvature of the SM texture. This code must be change together with
- // getPerspectiveFactor or any light-space transformation.
- vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
- // 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 texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
- (f_textureresolution * bias1 - perspectiveFactor * bias0);
- float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
- normalOffsetScale = texelSize * slopeScale;
-
- if (f_timeofday < 0.2) {
- adj_shadow_strength = f_shadow_strength * 0.5 *
- (1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
- } else if (f_timeofday >= 0.8) {
- adj_shadow_strength = f_shadow_strength * 0.5 *
- mtsmoothstep(0.8, 0.83, f_timeofday);
- } else {
- adj_shadow_strength = f_shadow_strength *
- mtsmoothstep(0.20, 0.25, f_timeofday) *
- (1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
+ if (f_shadow_strength > 0.0) {
+ vec3 nNormal = normalize(vNormal);
+ cosLight = dot(nNormal, -v_LightDirection);
+
+ // Calculate normal offset scale based on the texel size adjusted for
+ // curvature of the SM texture. This code must be change together with
+ // getPerspectiveFactor or any light-space transformation.
+ vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
+ // 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 texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
+ (f_textureresolution * bias1 - perspectiveFactor * bias0);
+ float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
+ normalOffsetScale = texelSize * slopeScale;
+
+ if (f_timeofday < 0.2) {
+ adj_shadow_strength = f_shadow_strength * 0.5 *
+ (1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
+ } else if (f_timeofday >= 0.8) {
+ adj_shadow_strength = f_shadow_strength * 0.5 *
+ mtsmoothstep(0.8, 0.83, f_timeofday);
+ } else {
+ adj_shadow_strength = f_shadow_strength *
+ mtsmoothstep(0.20, 0.25, f_timeofday) *
+ (1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
+ }
+ f_normal_length = length(vNormal);
}
- f_normal_length = length(vNormal);
#endif
-
}
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index fdfcec0c8..edb9d2bb1 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -34,6 +34,8 @@ const float fogShadingParameter = 1.0 / (1.0 - fogStart);
uniform float f_textureresolution;
uniform mat4 m_ShadowViewProj;
uniform float f_shadowfar;
+ uniform float f_timeofday;
+ uniform float f_shadow_strength;
varying float normalOffsetScale;
varying float adj_shadow_strength;
varying float cosLight;
@@ -470,55 +472,57 @@ void main(void)
col.rgb *= vIDiff;
#ifdef ENABLE_DYNAMIC_SHADOWS
- float shadow_int = 0.0;
- vec3 shadow_color = vec3(0.0, 0.0, 0.0);
- vec3 posLightSpace = getLightSpacePosition();
+ if (f_shadow_strength > 0.0) {
+ float shadow_int = 0.0;
+ 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), 20.0));
+ float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
- if (distance_rate > 1e-7) {
+ if (distance_rate > 1e-7) {
#ifdef COLORED_SHADOWS
- vec4 visibility;
- if (cosLight > 0.0)
- 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;
+ vec4 visibility;
+ if (cosLight > 0.0)
+ 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)
- shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
- else
- shadow_int = 1.0;
+ if (cosLight > 0.0)
+ shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ else
+ shadow_int = 1.0;
#endif
- shadow_int *= distance_rate;
- shadow_int = clamp(shadow_int, 0.0, 1.0);
+ shadow_int *= distance_rate;
+ shadow_int = clamp(shadow_int, 0.0, 1.0);
- }
+ }
- // turns out that nightRatio falls off much faster than
- // actual brightness of artificial light in relation to natual light.
- // Power ratio was measured on torches in MTG (brightness = 14).
- float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
-
- // cosine of the normal-to-light angle when
- // we start to apply self-shadowing
- const float self_shadow_cutoff_cosine = 0.14;
- if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
- shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
- shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
- }
+ // turns out that nightRatio falls off much faster than
+ // actual brightness of artificial light in relation to natual light.
+ // Power ratio was measured on torches in MTG (brightness = 14).
+ float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
+
+ // cosine of the normal-to-light angle when
+ // we start to apply self-shadowing
+ const float self_shadow_cutoff_cosine = 0.14;
+ if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
+ shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
+ shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
+ }
- shadow_int *= f_adj_shadow_strength;
-
- // calculate fragment color from components:
- col.rgb =
- adjusted_night_ratio * col.rgb + // artificial light
- (1.0 - adjusted_night_ratio) * ( // natural light
- col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
- dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
+ shadow_int *= f_adj_shadow_strength;
+
+ // calculate fragment color from components:
+ col.rgb =
+ adjusted_night_ratio * col.rgb + // artificial light
+ (1.0 - adjusted_night_ratio) * ( // natural light
+ col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
+ dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
+ }
#endif
#if ENABLE_TONE_MAPPING
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
index 185551c58..ff0067302 100644
--- a/client/shaders/object_shader/opengl_vertex.glsl
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -105,33 +105,35 @@ void main(void)
#ifdef ENABLE_DYNAMIC_SHADOWS
- vec3 nNormal = normalize(vNormal);
- cosLight = dot(nNormal, -v_LightDirection);
-
- // Calculate normal offset scale based on the texel size adjusted for
- // curvature of the SM texture. This code must be change together with
- // getPerspectiveFactor or any light-space transformation.
- vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
- // 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 texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
- (f_textureresolution * bias1 - perspectiveFactor * bias0);
- float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
- normalOffsetScale = texelSize * slopeScale;
-
- if (f_timeofday < 0.2) {
- adj_shadow_strength = f_shadow_strength * 0.5 *
- (1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
- } else if (f_timeofday >= 0.8) {
- adj_shadow_strength = f_shadow_strength * 0.5 *
- mtsmoothstep(0.8, 0.83, f_timeofday);
- } else {
- adj_shadow_strength = f_shadow_strength *
- mtsmoothstep(0.20, 0.25, f_timeofday) *
- (1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
+ if (f_shadow_strength > 0.0) {
+ vec3 nNormal = normalize(vNormal);
+ cosLight = dot(nNormal, -v_LightDirection);
+
+ // Calculate normal offset scale based on the texel size adjusted for
+ // curvature of the SM texture. This code must be change together with
+ // getPerspectiveFactor or any light-space transformation.
+ vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
+ // 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 texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
+ (f_textureresolution * bias1 - perspectiveFactor * bias0);
+ float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
+ normalOffsetScale = texelSize * slopeScale;
+
+ if (f_timeofday < 0.2) {
+ adj_shadow_strength = f_shadow_strength * 0.5 *
+ (1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
+ } else if (f_timeofday >= 0.8) {
+ adj_shadow_strength = f_shadow_strength * 0.5 *
+ mtsmoothstep(0.8, 0.83, f_timeofday);
+ } else {
+ adj_shadow_strength = f_shadow_strength *
+ mtsmoothstep(0.20, 0.25, f_timeofday) *
+ (1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
+ }
+ f_normal_length = length(vNormal);
}
- f_normal_length = length(vNormal);
#endif
}