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-rw-r--r--builtin/mainmenu/tab_settings.lua10
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl18
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl8
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl18
-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl8
-rw-r--r--client/shaders/shadow_shaders/pass1_trans_vertex.glsl10
-rw-r--r--client/shaders/shadow_shaders/pass1_vertex.glsl10
-rw-r--r--src/client/shader.cpp48
-rw-r--r--src/client/shadows/dynamicshadowsrender.cpp25
-rw-r--r--src/client/shadows/dynamicshadowsrender.h6
-rw-r--r--src/client/shadows/shadowsshadercallbacks.cpp6
-rw-r--r--src/client/shadows/shadowsshadercallbacks.h9
12 files changed, 117 insertions, 59 deletions
diff --git a/builtin/mainmenu/tab_settings.lua b/builtin/mainmenu/tab_settings.lua
index 42f7f8daf..0e761d324 100644
--- a/builtin/mainmenu/tab_settings.lua
+++ b/builtin/mainmenu/tab_settings.lua
@@ -364,11 +364,11 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
core.settings:set("enable_dynamic_shadows", "false")
else
local shadow_presets = {
- [2] = { 80, 512, "true", 0, "false" },
- [3] = { 120, 1024, "true", 1, "false" },
- [4] = { 350, 2048, "true", 1, "false" },
- [5] = { 350, 2048, "true", 2, "true" },
- [6] = { 450, 4096, "true", 2, "true" },
+ [2] = { 55, 512, "true", 0, "false" },
+ [3] = { 82, 1024, "true", 1, "false" },
+ [4] = { 240, 2048, "true", 1, "false" },
+ [5] = { 240, 2048, "true", 2, "true" },
+ [6] = { 300, 4096, "true", 2, "true" },
}
local s = shadow_presets[table.indexof(labels.shadow_levels, fields["dd_shadows"])]
if s then
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index adc8adccb..3dc66bdb3 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -47,17 +47,17 @@ const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
#ifdef ENABLE_DYNAMIC_SHADOWS
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
- float pFactor = pDistance * bias0 + bias1;
+ float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
- shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+ shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}
@@ -172,12 +172,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
float getBaseLength(vec2 smTexCoord)
{
float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
- return bias1 / (1.0 / l - bias0); // return to undistorted coords
+ return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
}
float getDeltaPerspectiveFactor(float l)
{
- return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
+ return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@@ -489,8 +489,8 @@ void main(void)
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), 50.0));
+ float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0);
if (distance_rate > 1e-7) {
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 5e77ac719..935fbf043 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -45,8 +45,8 @@ varying float nightRatio;
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
const float e = 2.718281828459;
const float BS = 10.0;
-const float bias0 = 0.9;
-const float bias1 = 1.0 - bias0;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
@@ -206,9 +206,9 @@ void main(void)
// 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 perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
- (f_textureresolution * bias1 - perspectiveFactor * bias0);
+ (f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index edb9d2bb1..2b9a59cd7 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -43,17 +43,17 @@ const float fogShadingParameter = 1.0 / (1.0 - fogStart);
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
- float pFactor = pDistance * bias0 + bias1;
+ float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
- shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+ shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}
@@ -162,12 +162,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
float getBaseLength(vec2 smTexCoord)
{
float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
- return bias1 / (1.0 / l - bias0); // return to undistorted coords
+ return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
}
float getDeltaPerspectiveFactor(float l)
{
- return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
+ return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@@ -477,8 +477,8 @@ void main(void)
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), 50.0));
+ float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0);
if (distance_rate > 1e-7) {
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
index ff0067302..55861b0e9 100644
--- a/client/shaders/object_shader/opengl_vertex.glsl
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -37,8 +37,8 @@ const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
-const float bias0 = 0.9;
-const float bias1 = 1.0 - bias0;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
@@ -116,9 +116,9 @@ void main(void)
// 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 perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
- (f_textureresolution * bias1 - perspectiveFactor * bias0);
+ (f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;
diff --git a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl
index 0a9efe450..6d2877d18 100644
--- a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl
+++ b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl
@@ -4,15 +4,15 @@ varying vec4 tPos;
varying vec3 varColor;
#endif
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
- float pFactor = pDistance * bias0 + bias1;
- shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+ float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
+ shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}
diff --git a/client/shaders/shadow_shaders/pass1_vertex.glsl b/client/shaders/shadow_shaders/pass1_vertex.glsl
index feee9467f..3873ac6e6 100644
--- a/client/shaders/shadow_shaders/pass1_vertex.glsl
+++ b/client/shaders/shadow_shaders/pass1_vertex.glsl
@@ -1,15 +1,15 @@
uniform mat4 LightMVP; // world matrix
varying vec4 tPos;
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
- float pFactor = pDistance * bias0 + bias1;
- shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+ float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
+ shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}
diff --git a/src/client/shader.cpp b/src/client/shader.cpp
index fa5ffb914..d9c1952c4 100644
--- a/src/client/shader.cpp
+++ b/src/client/shader.cpp
@@ -210,17 +210,23 @@ public:
class MainShaderConstantSetter : public IShaderConstantSetter
{
- CachedVertexShaderSetting<float, 16> m_world_view_proj;
- CachedVertexShaderSetting<float, 16> m_world;
+ CachedVertexShaderSetting<f32, 16> m_world_view_proj;
+ CachedVertexShaderSetting<f32, 16> m_world;
// Shadow-related
- CachedPixelShaderSetting<float, 16> m_shadow_view_proj;
- CachedPixelShaderSetting<float, 3> m_light_direction;
- CachedPixelShaderSetting<float> m_texture_res;
- CachedPixelShaderSetting<float> m_shadow_strength;
- CachedPixelShaderSetting<float> m_time_of_day;
- CachedPixelShaderSetting<float> m_shadowfar;
+ CachedPixelShaderSetting<f32, 16> m_shadow_view_proj;
+ CachedPixelShaderSetting<f32, 3> m_light_direction;
+ CachedPixelShaderSetting<f32> m_texture_res;
+ CachedPixelShaderSetting<f32> m_shadow_strength;
+ CachedPixelShaderSetting<f32> m_time_of_day;
+ CachedPixelShaderSetting<f32> m_shadowfar;
CachedPixelShaderSetting<s32> m_shadow_texture;
+ CachedVertexShaderSetting<f32> m_perspective_bias0_vertex;
+ CachedPixelShaderSetting<f32> m_perspective_bias0_pixel;
+ CachedVertexShaderSetting<f32> m_perspective_bias1_vertex;
+ CachedPixelShaderSetting<f32> m_perspective_bias1_pixel;
+ CachedVertexShaderSetting<f32> m_perspective_zbias_vertex;
+ CachedPixelShaderSetting<f32> m_perspective_zbias_pixel;
#if ENABLE_GLES
// Modelview matrix
@@ -247,6 +253,12 @@ public:
, m_time_of_day("f_timeofday")
, m_shadowfar("f_shadowfar")
, m_shadow_texture("ShadowMapSampler")
+ , m_perspective_bias0_vertex("xyPerspectiveBias0")
+ , m_perspective_bias0_pixel("xyPerspectiveBias0")
+ , m_perspective_bias1_vertex("xyPerspectiveBias1")
+ , m_perspective_bias1_pixel("xyPerspectiveBias1")
+ , m_perspective_zbias_vertex("zPerspectiveBias")
+ , m_perspective_zbias_pixel("zPerspectiveBias")
{}
~MainShaderConstantSetter() = default;
@@ -293,26 +305,36 @@ public:
shadowViewProj *= light.getViewMatrix();
m_shadow_view_proj.set(shadowViewProj.pointer(), services);
- float v_LightDirection[3];
+ f32 v_LightDirection[3];
light.getDirection().getAs3Values(v_LightDirection);
m_light_direction.set(v_LightDirection, services);
- float TextureResolution = light.getMapResolution();
+ f32 TextureResolution = light.getMapResolution();
m_texture_res.set(&TextureResolution, services);
- float ShadowStrength = shadow->getShadowStrength();
+ f32 ShadowStrength = shadow->getShadowStrength();
m_shadow_strength.set(&ShadowStrength, services);
- float timeOfDay = shadow->getTimeOfDay();
+ f32 timeOfDay = shadow->getTimeOfDay();
m_time_of_day.set(&timeOfDay, services);
- float shadowFar = shadow->getMaxShadowFar();
+ f32 shadowFar = shadow->getMaxShadowFar();
m_shadowfar.set(&shadowFar, services);
// I dont like using this hardcoded value. maybe something like
// MAX_TEXTURE - 1 or somthing like that??
s32 TextureLayerID = 3;
m_shadow_texture.set(&TextureLayerID, services);
+
+ f32 bias0 = shadow->getPerspectiveBiasXY();
+ m_perspective_bias0_vertex.set(&bias0, services);
+ m_perspective_bias0_pixel.set(&bias0, services);
+ f32 bias1 = 1.0f - bias0 + 1e-5f;
+ m_perspective_bias1_vertex.set(&bias1, services);
+ m_perspective_bias1_pixel.set(&bias1, services);
+ f32 zbias = shadow->getPerspectiveBiasZ();
+ m_perspective_zbias_vertex.set(&zbias, services);
+ m_perspective_zbias_pixel.set(&zbias, services);
}
}
};
diff --git a/src/client/shadows/dynamicshadowsrender.cpp b/src/client/shadows/dynamicshadowsrender.cpp
index 24adb21e2..262711221 100644
--- a/src/client/shadows/dynamicshadowsrender.cpp
+++ b/src/client/shadows/dynamicshadowsrender.cpp
@@ -32,7 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
m_device(device), m_smgr(device->getSceneManager()),
- m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0)
+ m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0),
+ m_perspective_bias_xy(0.8), m_perspective_bias_z(0.5)
{
m_shadows_supported = true; // assume shadows supported. We will check actual support in initialize
m_shadows_enabled = true;
@@ -59,6 +60,10 @@ ShadowRenderer::~ShadowRenderer()
if (m_shadow_depth_cb)
delete m_shadow_depth_cb;
+ if (m_shadow_depth_entity_cb)
+ delete m_shadow_depth_entity_cb;
+ if (m_shadow_depth_trans_cb)
+ delete m_shadow_depth_trans_cb;
if (m_shadow_mix_cb)
delete m_shadow_mix_cb;
m_shadow_node_array.clear();
@@ -250,8 +255,13 @@ void ShadowRenderer::updateSMTextures()
// Update SM incrementally:
for (DirectionalLight &light : m_light_list) {
// Static shader values.
- m_shadow_depth_cb->MapRes = (f32)m_shadow_map_texture_size;
- m_shadow_depth_cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
+ for (auto cb : {m_shadow_depth_cb, m_shadow_depth_entity_cb, m_shadow_depth_trans_cb})
+ if (cb) {
+ cb->MapRes = (f32)m_shadow_map_texture_size;
+ cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
+ cb->PerspectiveBiasXY = getPerspectiveBiasXY();
+ cb->PerspectiveBiasZ = getPerspectiveBiasZ();
+ }
// set the Render Target
// right now we can only render in usual RTT, not
@@ -533,6 +543,8 @@ void ShadowRenderer::createShaders()
if (depth_shader == -1) {
// upsi, something went wrong loading shader.
delete m_shadow_depth_cb;
+ m_shadow_depth_cb = nullptr;
+ m_shadows_enabled = false;
m_shadows_supported = false;
errorstream << "Error compiling shadow mapping shader." << std::endl;
return;
@@ -559,15 +571,19 @@ void ShadowRenderer::createShaders()
errorstream << "Error shadow mapping fs shader not found." << std::endl;
return;
}
+ m_shadow_depth_entity_cb = new ShadowDepthShaderCB();
depth_shader_entities = gpu->addHighLevelShaderMaterial(
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
video::EVST_VS_1_1,
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
- video::EPST_PS_1_2, m_shadow_depth_cb);
+ video::EPST_PS_1_2, m_shadow_depth_entity_cb);
if (depth_shader_entities == -1) {
// upsi, something went wrong loading shader.
+ delete m_shadow_depth_entity_cb;
+ m_shadow_depth_entity_cb = nullptr;
+ m_shadows_enabled = false;
m_shadows_supported = false;
errorstream << "Error compiling shadow mapping shader (dynamic)." << std::endl;
return;
@@ -643,6 +659,7 @@ void ShadowRenderer::createShaders()
if (depth_shader_trans == -1) {
// upsi, something went wrong loading shader.
delete m_shadow_depth_trans_cb;
+ m_shadow_depth_trans_cb = nullptr;
m_shadow_map_colored = false;
m_shadows_supported = false;
errorstream << "Error compiling colored shadow mapping shader." << std::endl;
diff --git a/src/client/shadows/dynamicshadowsrender.h b/src/client/shadows/dynamicshadowsrender.h
index dc8f79c56..bbeb254b0 100644
--- a/src/client/shadows/dynamicshadowsrender.h
+++ b/src/client/shadows/dynamicshadowsrender.h
@@ -90,6 +90,9 @@ public:
float getShadowStrength() const { return m_shadows_enabled ? m_shadow_strength : 0.0f; }
float getTimeOfDay() const { return m_time_day; }
+ f32 getPerspectiveBiasXY() { return m_perspective_bias_xy; }
+ f32 getPerspectiveBiasZ() { return m_perspective_bias_z; }
+
private:
video::ITexture *getSMTexture(const std::string &shadow_map_name,
video::ECOLOR_FORMAT texture_format,
@@ -131,6 +134,8 @@ private:
bool m_shadow_map_colored;
u8 m_map_shadow_update_frames; /* Use this number of frames to update map shaodw */
u8 m_current_frame{0}; /* Current frame */
+ f32 m_perspective_bias_xy;
+ f32 m_perspective_bias_z;
video::ECOLOR_FORMAT m_texture_format{video::ECOLOR_FORMAT::ECF_R16F};
video::ECOLOR_FORMAT m_texture_format_color{video::ECOLOR_FORMAT::ECF_R16G16};
@@ -146,6 +151,7 @@ private:
s32 mixcsm_shader{-1};
ShadowDepthShaderCB *m_shadow_depth_cb{nullptr};
+ ShadowDepthShaderCB *m_shadow_depth_entity_cb{nullptr};
ShadowDepthShaderCB *m_shadow_depth_trans_cb{nullptr};
shadowScreenQuad *m_screen_quad{nullptr};
diff --git a/src/client/shadows/shadowsshadercallbacks.cpp b/src/client/shadows/shadowsshadercallbacks.cpp
index 65a63f49c..51ea8aa93 100644
--- a/src/client/shadows/shadowsshadercallbacks.cpp
+++ b/src/client/shadows/shadowsshadercallbacks.cpp
@@ -33,4 +33,10 @@ void ShadowDepthShaderCB::OnSetConstants(
m_max_far_setting.set(&MaxFar, services);
s32 TextureId = 0;
m_color_map_sampler_setting.set(&TextureId, services);
+ f32 bias0 = PerspectiveBiasXY;
+ m_perspective_bias0.set(&bias0, services);
+ f32 bias1 = 1.0f - bias0 + 1e-5f;
+ m_perspective_bias1.set(&bias1, services);
+ f32 zbias = PerspectiveBiasZ;
+ m_perspective_zbias.set(&zbias, services);
}
diff --git a/src/client/shadows/shadowsshadercallbacks.h b/src/client/shadows/shadowsshadercallbacks.h
index 3549567c3..d00f59c37 100644
--- a/src/client/shadows/shadowsshadercallbacks.h
+++ b/src/client/shadows/shadowsshadercallbacks.h
@@ -30,7 +30,10 @@ public:
m_light_mvp_setting("LightMVP"),
m_map_resolution_setting("MapResolution"),
m_max_far_setting("MaxFar"),
- m_color_map_sampler_setting("ColorMapSampler")
+ m_color_map_sampler_setting("ColorMapSampler"),
+ m_perspective_bias0("xyPerspectiveBias0"),
+ m_perspective_bias1("xyPerspectiveBias1"),
+ m_perspective_zbias("zPerspectiveBias")
{}
void OnSetMaterial(const video::SMaterial &material) override {}
@@ -39,10 +42,14 @@ public:
s32 userData) override;
f32 MaxFar{2048.0f}, MapRes{1024.0f};
+ f32 PerspectiveBiasXY {0.9f}, PerspectiveBiasZ {0.5f};
private:
CachedVertexShaderSetting<f32, 16> m_light_mvp_setting;
CachedVertexShaderSetting<f32> m_map_resolution_setting;
CachedVertexShaderSetting<f32> m_max_far_setting;
CachedPixelShaderSetting<s32> m_color_map_sampler_setting;
+ CachedVertexShaderSetting<f32> m_perspective_bias0;
+ CachedVertexShaderSetting<f32> m_perspective_bias1;
+ CachedVertexShaderSetting<f32> m_perspective_zbias;
};