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author | x2048 <codeforsmile@gmail.com> | 2022-05-21 16:49:30 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-05-21 16:49:30 +0200 |
commit | dc45b85a543b4c8ad72f69a554ecfe7f0a60c533 (patch) | |
tree | 348a20f17c19d8e886ca669e339a7f4875aa7778 /client | |
parent | a4ef62f5b215fe0f23e3e50672f1538854db4ed9 (diff) | |
download | minetest-dc45b85a543b4c8ad72f69a554ecfe7f0a60c533.tar.gz minetest-dc45b85a543b4c8ad72f69a554ecfe7f0a60c533.tar.bz2 minetest-dc45b85a543b4c8ad72f69a554ecfe7f0a60c533.zip |
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.glsl | 170 | ||||
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 2 | ||||
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 174 | ||||
-rw-r--r-- | client/shaders/object_shader/opengl_vertex.glsl | 2 |
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 * |