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authorx2048 <codeforsmile@gmail.com>2022-05-21 16:49:30 +0200
committerGitHub <noreply@github.com>2022-05-21 16:49:30 +0200
commitdc45b85a543b4c8ad72f69a554ecfe7f0a60c533 (patch)
tree348a20f17c19d8e886ca669e339a7f4875aa7778 /client
parenta4ef62f5b215fe0f23e3e50672f1538854db4ed9 (diff)
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Improve shadow filters (#12195)
* Rewrite shadow filtering for the new distortion * Calculate penumbra radius using a single sample * Avoid peter-panning effect due to filtering of short shadows * Add adaptive filter quality for soft shadows * Avoid sharp shadows on surfaces without normals (e.g. plants) * Increase default and maximum soft shadow radius * Make line numbers in shader errors match the code
Diffstat (limited to 'client')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl170
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl2
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl174
-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl2
4 files changed, 127 insertions, 221 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 8110f6fd3..c4b947e72 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -25,6 +25,7 @@ uniform float animationTimer;
varying float cosLight;
varying float f_normal_length;
varying vec3 shadow_position;
+ varying float perspective_factor;
#endif
@@ -116,23 +117,16 @@ float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
#if SHADOW_FILTER == 2
- #define PCFBOUND 3.5
- #define PCFSAMPLES 64.0
+ #define PCFBOUND 2.0 // 5x5
+ #define PCFSAMPLES 25
#elif SHADOW_FILTER == 1
- #define PCFBOUND 1.5
- #if defined(POISSON_FILTER)
- #define PCFSAMPLES 32.0
- #else
- #define PCFSAMPLES 16.0
- #endif
+ #define PCFBOUND 1.0 // 3x3
+ #define PCFSAMPLES 9
#else
#define PCFBOUND 0.0
- #if defined(POISSON_FILTER)
- #define PCFSAMPLES 4.0
- #else
- #define PCFSAMPLES 1.0
- #endif
+ #define PCFSAMPLES 1
#endif
+
#ifdef COLORED_SHADOWS
float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
@@ -149,59 +143,31 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
}
#endif
-float getBaseLength(vec2 smTexCoord)
-{
- 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 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
-}
+#define BASEFILTERRADIUS 1.0
-float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
+float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
// Return fast if sharp shadows are requested
- if (PCFBOUND == 0.0)
+ if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
return 0.0;
- if (SOFTSHADOWRADIUS <= 1.0) {
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
- return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
- }
-
vec2 clampedpos;
- float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5);
float y, x;
- float depth = 0.0;
- float pointDepth;
- float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
-
- float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND);
- int n = 0;
-
- for (y = -bound; y <= bound; y += 1.0)
- for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y);
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * maxRadius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * maxRadius * perspectiveFactor + smTexCoord.xy;
-
- pointDepth = getHardShadowDepth(shadowsampler, clampedpos.xy, realDistance);
- if (pointDepth > -0.01) {
- depth += pointDepth;
- n += 1;
- }
- }
-
- depth = depth / n;
- depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001;
-
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
- return max(length(smTexCoord.xy) * 2 * 2048 / f_textureresolution / pow(perspectiveFactor, 3), depth * maxRadius);
+ float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
+ // A factor from 0 to 1 to reduce blurring of short shadows
+ float sharpness_factor = 1.0;
+ // conversion factor from shadow depth to blur radius
+ float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
+ if (depth > 0.0 && f_normal_length > 0.0)
+ // 5 is empirical factor that controls how fast shadow loses sharpness
+ sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
+ depth = 0.0;
+
+ float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
+ * f_textureresolution / 2.0 / f_shadowfar;
+ float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
+
+ return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
}
#ifdef POISSON_FILTER
@@ -276,26 +242,23 @@ const vec2[64] poissonDisk = vec2[64](
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- vec4 visibility = vec4(0.0);
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
+ vec2 clampedpos;
+ vec4 visibility = vec4(0.0);
+ float scale_factor = radius / f_textureresolution;
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
+ int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
+ samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
- clampedpos = poissonDisk[x];
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
+ clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
}
@@ -306,26 +269,23 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- float visibility = 0.0;
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
+ vec2 clampedpos;
+ float visibility = 0.0;
+ float scale_factor = radius / f_textureresolution;
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
+ int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
+ samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
- clampedpos = poissonDisk[x];
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
+ clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
}
@@ -341,65 +301,57 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- vec4 visibility = vec4(0.0);
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- float y, x;
- float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
- int n = 0;
+ vec2 clampedpos;
+ vec4 visibility = vec4(0.0);
+ float x, y;
+ float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
+ bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
+ float scale_factor = radius / bound / f_textureresolution;
+ float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y); // screen offset
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
+ clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
- n += 1;
+ n += 1.0;
}
- return visibility / n;
+ return visibility / max(n, 1.0);
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- float visibility = 0.0;
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- float y, x;
- float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
- int n = 0;
+ vec2 clampedpos;
+ float visibility = 0.0;
+ float x, y;
+ float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
+ bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
+ float scale_factor = radius / bound / f_textureresolution;
+ float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y); // screen offset
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
+ clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
- n += 1;
+ n += 1.0;
}
- return visibility / n;
+ return visibility / max(n, 1.0);
}
#endif
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 3ea0faa36..d1fba2830 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -39,6 +39,7 @@ centroid varying vec2 varTexCoord;
varying float adj_shadow_strength;
varying float f_normal_length;
varying vec3 shadow_position;
+ varying float perspective_factor;
#endif
@@ -253,6 +254,7 @@ void main(void)
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
shadow_position.z -= z_bias;
+ perspective_factor = pFactor;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index 7baf5826f..1fefc764b 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -1,6 +1,5 @@
uniform sampler2D baseTexture;
-uniform vec4 emissiveColor;
uniform vec3 dayLight;
uniform vec4 skyBgColor;
uniform float fogDistance;
@@ -26,6 +25,7 @@ uniform float animationTimer;
varying float cosLight;
varying float f_normal_length;
varying vec3 shadow_position;
+ varying float perspective_factor;
#endif
@@ -119,23 +119,16 @@ float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
#if SHADOW_FILTER == 2
- #define PCFBOUND 3.5
- #define PCFSAMPLES 64.0
+ #define PCFBOUND 2.0 // 5x5
+ #define PCFSAMPLES 25
#elif SHADOW_FILTER == 1
- #define PCFBOUND 1.5
- #if defined(POISSON_FILTER)
- #define PCFSAMPLES 32.0
- #else
- #define PCFSAMPLES 16.0
- #endif
+ #define PCFBOUND 1.0 // 3x3
+ #define PCFSAMPLES 9
#else
#define PCFBOUND 0.0
- #if defined(POISSON_FILTER)
- #define PCFSAMPLES 4.0
- #else
- #define PCFSAMPLES 1.0
- #endif
+ #define PCFSAMPLES 1
#endif
+
#ifdef COLORED_SHADOWS
float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
@@ -152,59 +145,31 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
}
#endif
-float getBaseLength(vec2 smTexCoord)
-{
- 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 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
-}
+#define BASEFILTERRADIUS 1.0
-float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
+float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
// Return fast if sharp shadows are requested
- if (PCFBOUND == 0.0)
+ if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
return 0.0;
- if (SOFTSHADOWRADIUS <= 1.0) {
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
- return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
- }
-
vec2 clampedpos;
- float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5);
float y, x;
- float depth = 0.0;
- float pointDepth;
- float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
-
- float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND);
- int n = 0;
-
- for (y = -bound; y <= bound; y += 1.0)
- for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y);
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * maxRadius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * maxRadius * perspectiveFactor + smTexCoord.xy;
-
- pointDepth = getHardShadowDepth(shadowsampler, clampedpos.xy, realDistance);
- if (pointDepth > -0.01) {
- depth += pointDepth;
- n += 1;
- }
- }
-
- depth = depth / n;
- depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001;
-
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
- return max(length(smTexCoord.xy) * 2 * 2048 / f_textureresolution / pow(perspectiveFactor, 3), depth * maxRadius);
+ float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
+ // A factor from 0 to 1 to reduce blurring of short shadows
+ float sharpness_factor = 1.0;
+ // conversion factor from shadow depth to blur radius
+ float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
+ if (depth > 0.0 && f_normal_length > 0.0)
+ // 5 is empirical factor that controls how fast shadow loses sharpness
+ sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
+ depth = 0.0;
+
+ float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
+ * f_textureresolution / 2.0 / f_shadowfar;
+ float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
+
+ return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
}
#ifdef POISSON_FILTER
@@ -279,26 +244,23 @@ const vec2[64] poissonDisk = vec2[64](
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- vec4 visibility = vec4(0.0);
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
+ vec2 clampedpos;
+ vec4 visibility = vec4(0.0);
+ float scale_factor = radius / f_textureresolution;
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
+ int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
+ samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
- clampedpos = poissonDisk[x];
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
+ clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
}
@@ -309,26 +271,23 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- float visibility = 0.0;
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
+ vec2 clampedpos;
+ float visibility = 0.0;
+ float scale_factor = radius / f_textureresolution;
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
+ int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
+ samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
int end_offset = int(samples) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
- clampedpos = poissonDisk[x];
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
+ clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
}
@@ -344,65 +303,57 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- vec4 visibility = vec4(0.0);
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- float y, x;
- float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
- int n = 0;
+ vec2 clampedpos;
+ vec4 visibility = vec4(0.0);
+ float x, y;
+ float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
+ bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
+ float scale_factor = radius / bound / f_textureresolution;
+ float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y); // screen offset
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
+ clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
- n += 1;
+ n += 1.0;
}
- return visibility / n;
+ return visibility / max(n, 1.0);
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
- vec2 clampedpos;
- float visibility = 0.0;
- float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
+ float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
- float baseLength = getBaseLength(smTexCoord);
- float perspectiveFactor;
-
- float texture_size = 1.0 / (f_textureresolution * 0.5);
- float y, x;
- float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
- int n = 0;
+ vec2 clampedpos;
+ float visibility = 0.0;
+ float x, y;
+ float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
+ bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
+ float scale_factor = radius / bound / f_textureresolution;
+ float n = 0.0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
- clampedpos = vec2(x,y); // screen offset
- perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
- clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
+ clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
- n += 1;
+ n += 1.0;
}
- return visibility / n;
+ return visibility / max(n, 1.0);
}
#endif
@@ -489,7 +440,6 @@ void main(void)
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
shadow_int = 1.0;
@@ -540,6 +490,6 @@ void main(void)
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col = mix(skyBgColor, col, clarity);
col = vec4(col.rgb, base.a);
-
+
gl_FragColor = col;
}
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
index 6dc25f854..dc9c70cdf 100644
--- a/client/shaders/object_shader/opengl_vertex.glsl
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -30,6 +30,7 @@ centroid varying vec2 varTexCoord;
varying float adj_shadow_strength;
varying float f_normal_length;
varying vec3 shadow_position;
+ varying float perspective_factor;
#endif
varying vec3 eyeVec;
@@ -162,6 +163,7 @@ void main(void)
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
shadow_position.z -= z_bias;
+ perspective_factor = pFactor;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *