diff options
Diffstat (limited to 'client/shaders/nodes_shader/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 36 |
1 files changed, 7 insertions, 29 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index fea350788..8110f6fd3 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -18,10 +18,13 @@ uniform float animationTimer; uniform float f_shadowfar; uniform float f_shadow_strength; uniform vec4 CameraPos; - varying float normalOffsetScale; + uniform float xyPerspectiveBias0; + uniform float xyPerspectiveBias1; + varying float adj_shadow_strength; varying float cosLight; varying float f_normal_length; + varying vec3 shadow_position; #endif @@ -45,24 +48,7 @@ varying float nightRatio; const float fogStart = FOG_START; const float fogShadingParameter = 1.0 / ( 1.0 - fogStart); - - #ifdef ENABLE_DYNAMIC_SHADOWS -uniform float xyPerspectiveBias0; -uniform float xyPerspectiveBias1; -uniform float zPerspectiveBias; - -vec4 getPerspectiveFactor(in vec4 shadowPosition) -{ - 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; - l /= pFactor; - shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l; - shadowPosition.z *= zPerspectiveBias; - return shadowPosition; -} // assuming near is always 1.0 float getLinearDepth() @@ -72,15 +58,7 @@ float getLinearDepth() vec3 getLightSpacePosition() { - vec4 pLightSpace; - // some drawtypes have zero normals, so we need to handle it :( - #if DRAW_TYPE == NDT_PLANTLIKE - pLightSpace = m_ShadowViewProj * vec4(worldPosition, 1.0); - #else - pLightSpace = m_ShadowViewProj * vec4(worldPosition + normalOffsetScale * normalize(vNormal), 1.0); - #endif - pLightSpace = getPerspectiveFactor(pLightSpace); - return pLightSpace.xyz * 0.5 + 0.5; + return shadow_position * 0.5 + 0.5; } // custom smoothstep implementation because it's not defined in glsl1.2 // https://docs.gl/sl4/smoothstep @@ -499,14 +477,14 @@ void main(void) #ifdef COLORED_SHADOWS vec4 visibility; - if (cosLight > 0.0) + if (cosLight > 0.0 || f_normal_length < 1e-3) 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) + if (cosLight > 0.0 || f_normal_length < 1e-3) shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z); else shadow_int = 1.0; |