diff options
Diffstat (limited to 'client/shaders/object_shader')
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 297 | ||||
-rw-r--r-- | client/shaders/object_shader/opengl_vertex.glsl | 46 |
2 files changed, 338 insertions, 5 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl index 9a81d8185..8d6f57a44 100644 --- a/client/shaders/object_shader/opengl_fragment.glsl +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -23,8 +23,22 @@ const float BS = 10.0; const float fogStart = FOG_START; const float fogShadingParameter = 1.0 / (1.0 - fogStart); -#if ENABLE_TONE_MAPPING +#ifdef ENABLE_DYNAMIC_SHADOWS + // shadow texture + uniform sampler2D ShadowMapSampler; + // shadow uniforms + uniform vec3 v_LightDirection; + uniform float f_textureresolution; + uniform mat4 m_ShadowViewProj; + uniform float f_shadowfar; + uniform float f_timeofday; + varying float normalOffsetScale; + varying float adj_shadow_strength; + varying float cosLight; + varying float f_normal_length; +#endif +#if ENABLE_TONE_MAPPING /* Hable's UC2 Tone mapping parameters A = 0.22; B = 0.30; @@ -55,11 +69,263 @@ vec4 applyToneMapping(vec4 color) } #endif +#ifdef ENABLE_DYNAMIC_SHADOWS +const float bias0 = 0.9; +const float zPersFactor = 0.5; +const float bias1 = 1.0 - bias0; + +vec4 getPerspectiveFactor(in vec4 shadowPosition) +{ + float pDistance = length(shadowPosition.xy); + float pFactor = pDistance * bias0 + bias1; + shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor); + + return shadowPosition; +} + +// assuming near is always 1.0 +float getLinearDepth() +{ + return 2.0 * f_shadowfar / (f_shadowfar + 1.0 - (2.0 * gl_FragCoord.z - 1.0) * (f_shadowfar - 1.0)); +} + +vec3 getLightSpacePosition() +{ + vec4 pLightSpace; + float normalBias = 0.0005 * getLinearDepth() * cosLight + normalOffsetScale; + pLightSpace = m_ShadowViewProj * vec4(worldPosition + normalBias * normalize(vNormal), 1.0); + pLightSpace = getPerspectiveFactor(pLightSpace); + return pLightSpace.xyz * 0.5 + 0.5; +} + +#ifdef COLORED_SHADOWS + +// c_precision of 128 fits within 7 base-10 digits +const float c_precision = 128.0; +const float c_precisionp1 = c_precision + 1.0; + +float packColor(vec3 color) +{ + return floor(color.b * c_precision + 0.5) + + floor(color.g * c_precision + 0.5) * c_precisionp1 + + floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1; +} + +vec3 unpackColor(float value) +{ + vec3 color; + color.b = mod(value, c_precisionp1) / c_precision; + color.g = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision; + color.r = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision; + return color; +} + +vec4 getHardShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) +{ + vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy).rgba; + + float visibility = step(0.0, (realDistance-2e-5) - texDepth.r); + vec4 result = vec4(visibility, vec3(0.0,0.0,0.0));//unpackColor(texDepth.g)); + if (visibility < 0.1) { + visibility = step(0.0, (realDistance-2e-5) - texDepth.r); + result = vec4(visibility, unpackColor(texDepth.a)); + } + return result; +} + +#else + +float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) +{ + float texDepth = texture2D(shadowsampler, smTexCoord.xy).r; + float visibility = step(0.0, (realDistance-2e-5) - texDepth); + + return visibility; +} + +#endif + +#if SHADOW_FILTER == 2 + #define PCFBOUND 3.5 + #define PCFSAMPLES 64.0 +#elif SHADOW_FILTER == 1 + #define PCFBOUND 1.5 + #if defined(POISSON_FILTER) + #define PCFSAMPLES 32.0 + #else + #define PCFSAMPLES 16.0 + #endif +#else + #define PCFBOUND 0.0 + #if defined(POISSON_FILTER) + #define PCFSAMPLES 4.0 + #else + #define PCFSAMPLES 1.0 + #endif +#endif + +#ifdef POISSON_FILTER +const vec2[64] poissonDisk = vec2[64]( + vec2(0.170019, -0.040254), + vec2(-0.299417, 0.791925), + vec2(0.645680, 0.493210), + vec2(-0.651784, 0.717887), + vec2(0.421003, 0.027070), + vec2(-0.817194, -0.271096), + vec2(-0.705374, -0.668203), + vec2(0.977050, -0.108615), + vec2(0.063326, 0.142369), + vec2(0.203528, 0.214331), + vec2(-0.667531, 0.326090), + vec2(-0.098422, -0.295755), + vec2(-0.885922, 0.215369), + vec2(0.566637, 0.605213), + vec2(0.039766, -0.396100), + vec2(0.751946, 0.453352), + vec2(0.078707, -0.715323), + vec2(-0.075838, -0.529344), + vec2(0.724479, -0.580798), + vec2(0.222999, -0.215125), + vec2(-0.467574, -0.405438), + vec2(-0.248268, -0.814753), + vec2(0.354411, -0.887570), + vec2(0.175817, 0.382366), + vec2(0.487472, -0.063082), + vec2(0.355476, 0.025357), + vec2(-0.084078, 0.898312), + vec2(0.488876, -0.783441), + vec2(0.470016, 0.217933), + vec2(-0.696890, -0.549791), + vec2(-0.149693, 0.605762), + vec2(0.034211, 0.979980), + vec2(0.503098, -0.308878), + vec2(-0.016205, -0.872921), + vec2(0.385784, -0.393902), + vec2(-0.146886, -0.859249), + vec2(0.643361, 0.164098), + vec2(0.634388, -0.049471), + vec2(-0.688894, 0.007843), + vec2(0.464034, -0.188818), + vec2(-0.440840, 0.137486), + vec2(0.364483, 0.511704), + vec2(0.034028, 0.325968), + vec2(0.099094, -0.308023), + vec2(0.693960, -0.366253), + vec2(0.678884, -0.204688), + vec2(0.001801, 0.780328), + vec2(0.145177, -0.898984), + vec2(0.062655, -0.611866), + vec2(0.315226, -0.604297), + vec2(-0.780145, 0.486251), + vec2(-0.371868, 0.882138), + vec2(0.200476, 0.494430), + vec2(-0.494552, -0.711051), + vec2(0.612476, 0.705252), + vec2(-0.578845, -0.768792), + vec2(-0.772454, -0.090976), + vec2(0.504440, 0.372295), + vec2(0.155736, 0.065157), + vec2(0.391522, 0.849605), + vec2(-0.620106, -0.328104), + vec2(0.789239, -0.419965), + vec2(-0.545396, 0.538133), + vec2(-0.178564, -0.596057) +); + +#ifdef COLORED_SHADOWS + +vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) +{ + vec2 clampedpos; + vec4 visibility = vec4(0.0); + + float texture_size = 1.0 / (f_textureresolution * 0.5); + int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-PCFSAMPLES))); + int end_offset = int(PCFSAMPLES) + init_offset; + + for (int x = init_offset; x < end_offset; x++) { + clampedpos = poissonDisk[x] * texture_size * SOFTSHADOWRADIUS + smTexCoord.xy; + visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance); + } + + return visibility / PCFSAMPLES; +} + +#else + +float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) +{ + vec2 clampedpos; + float visibility = 0.0; + + float texture_size = 1.0 / (f_textureresolution * 0.5); + int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-PCFSAMPLES))); + int end_offset = int(PCFSAMPLES) + init_offset; + + for (int x = init_offset; x < end_offset; x++) { + clampedpos = poissonDisk[x] * texture_size * SOFTSHADOWRADIUS + smTexCoord.xy; + visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance); + } + + return visibility / PCFSAMPLES; +} + +#endif + +#else +/* poisson filter disabled */ + +#ifdef COLORED_SHADOWS + +vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) +{ + vec2 clampedpos; + vec4 visibility = vec4(0.0); + float sradius=0.0; + if( PCFBOUND>0) + sradius = SOFTSHADOWRADIUS / PCFBOUND; + float texture_size = 1.0 / (f_textureresolution * 0.5); + float y, x; + // basic PCF filter + for (y = -PCFBOUND; y <= PCFBOUND; y += 1.0) + for (x = -PCFBOUND; x <= PCFBOUND; x += 1.0) { + clampedpos = vec2(x,y) * texture_size* sradius + smTexCoord.xy; + visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance); + } + + return visibility / PCFSAMPLES; +} + +#else +float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) +{ + vec2 clampedpos; + float visibility = 0.0; + float sradius=0.0; + if( PCFBOUND>0) + sradius = SOFTSHADOWRADIUS / PCFBOUND; + + float texture_size = 1.0 / (f_textureresolution * 0.5); + float y, x; + // basic PCF filter + for (y = -PCFBOUND; y <= PCFBOUND; y += 1.0) + for (x = -PCFBOUND; x <= PCFBOUND; x += 1.0) { + clampedpos = vec2(x,y) * texture_size * sradius + smTexCoord.xy; + visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance); + } + + return visibility / PCFSAMPLES; +} + +#endif + +#endif +#endif + void main(void) { vec3 color; vec2 uv = varTexCoord.st; - vec4 base = texture2D(baseTexture, uv).rgba; #ifdef USE_DISCARD @@ -72,13 +338,34 @@ void main(void) #endif color = base.rgb; - vec4 col = vec4(color.rgb, base.a); - col.rgb *= varColor.rgb; - col.rgb *= emissiveColor.rgb * vIDiff; +#ifdef ENABLE_DYNAMIC_SHADOWS + float shadow_int = 0.0; + vec3 shadow_color = vec3(0.0, 0.0, 0.0); + vec3 posLightSpace = getLightSpacePosition(); + +#ifdef COLORED_SHADOWS + vec4 visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z); + shadow_int = visibility.r; + shadow_color = visibility.gba; +#else + shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z); +#endif + + if (f_normal_length != 0 && cosLight <= 0.001) { + shadow_int = clamp(shadow_int + 0.5 * abs(cosLight), 0.0, 1.0); + } + + shadow_int = 1.0 - (shadow_int * adj_shadow_strength); + + col.rgb = mix(shadow_color, col.rgb, shadow_int) * shadow_int; +#endif + + + #if ENABLE_TONE_MAPPING col = applyToneMapping(col); #endif diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl index f26224e82..f135ab9dc 100644 --- a/client/shaders/object_shader/opengl_vertex.glsl +++ b/client/shaders/object_shader/opengl_vertex.glsl @@ -13,12 +13,37 @@ varying mediump vec2 varTexCoord; centroid varying vec2 varTexCoord; #endif +#ifdef ENABLE_DYNAMIC_SHADOWS + // shadow uniforms + uniform vec3 v_LightDirection; + uniform float f_textureresolution; + uniform mat4 m_ShadowViewProj; + uniform float f_shadowfar; + uniform float f_shadow_strength; + uniform float f_timeofday; + varying float cosLight; + varying float normalOffsetScale; + varying float adj_shadow_strength; + varying float f_normal_length; +#endif + varying vec3 eyeVec; varying float vIDiff; const float e = 2.718281828459; const float BS = 10.0; +#ifdef ENABLE_DYNAMIC_SHADOWS +// custom smoothstep implementation because it's not defined in glsl1.2 +// https://docs.gl/sl4/smoothstep +float mtsmoothstep(in float edge0, in float edge1, in float x) +{ + float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); + return t * t * (3.0 - 2.0 * t); +} +#endif + + float directional_ambient(vec3 normal) { vec3 v = normal * normal; @@ -54,4 +79,25 @@ void main(void) #else varColor = inVertexColor; #endif + +#ifdef ENABLE_DYNAMIC_SHADOWS + + cosLight = max(0.0, dot(vNormal, -v_LightDirection)); + float texelSize = 0.51; + float slopeScale = clamp(1.0 - cosLight, 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); + +#endif } |