diff options
Diffstat (limited to 'client/shaders')
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 431 | ||||
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 59 | ||||
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 297 | ||||
-rw-r--r-- | client/shaders/object_shader/opengl_vertex.glsl | 46 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass1_fragment.glsl | 13 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass1_trans_fragment.glsl | 38 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass1_trans_vertex.glsl | 26 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass1_vertex.glsl | 26 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass2_fragment.glsl | 23 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass2_vertex.glsl | 9 |
10 files changed, 956 insertions, 12 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index b58095063..43a8b1f25 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -7,7 +7,22 @@ uniform vec3 eyePosition; // The cameraOffset is the current center of the visible world. uniform vec3 cameraOffset; uniform float animationTimer; +#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; + varying float normalOffsetScale; + varying float adj_shadow_strength; + varying float cosLight; + varying float f_normal_length; +#endif + +varying vec3 vNormal; varying vec3 vPosition; // World position in the visible world (i.e. relative to the cameraOffset.) // This can be used for many shader effects without loss of precision. @@ -22,10 +37,388 @@ varying mediump vec2 varTexCoord; centroid varying vec2 varTexCoord; #endif varying vec3 eyeVec; +varying float nightRatio; const float fogStart = FOG_START; 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; + +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; + // some drawtypes have zero normals, so we need to handle it :( + #if DRAW_TYPE == NDT_PLANTLIKE + pLightSpace = m_ShadowViewProj * vec4(worldPosition, 1.0); + #else + float offsetScale = (0.0057 * getLinearDepth() + normalOffsetScale); + pLightSpace = m_ShadowViewProj * vec4(worldPosition + offsetScale * normalize(vNormal), 1.0); + #endif + pLightSpace = getPerspectiveFactor(pLightSpace); + return pLightSpace.xyz * 0.5 + 0.5; +} +// 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); +} + +#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 - 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 - texDepth.b); + 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 - 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 COLORED_SHADOWS +float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) +{ + vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy); + float depth = max(realDistance - texDepth.r, realDistance - texDepth.b); + return depth; +} +#else +float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) +{ + float texDepth = texture2D(shadowsampler, smTexCoord.xy).r; + float depth = realDistance - texDepth; + return depth; +} +#endif + +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 +} + +float getDeltaPerspectiveFactor(float l) +{ + return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10 +} + +float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier) +{ + // Return fast if sharp shadows are requested + if (SOFTSHADOWRADIUS <= 1.0) + return 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 baseLength = getBaseLength(smTexCoord); + float perspectiveFactor; + float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, 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; + return max(0.5, depth * maxRadius); +} + +#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 radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF + 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); + int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), 1, PCFSAMPLES)); + 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; + visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance); + } + + return visibility / samples; +} + +#else + +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 + 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); + int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), 1, PCFSAMPLES)); + 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; + visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance); + } + + return visibility / samples; +} + +#endif + +#else +/* poisson filter disabled */ + +#ifdef COLORED_SHADOWS + +vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) +{ + vec2 clampedpos; + vec4 visibility = vec4(0.0); + float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0); + 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), 0.5, PCFBOUND); + int n = 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 + visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance); + n += 1; + } + + return visibility / n; +} + +#else +float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) +{ + vec2 clampedpos; + float visibility = 0.0; + float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0); + 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), 0.5, PCFBOUND); + int n = 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 + visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance); + n += 1; + } + + return visibility / n; +} + +#endif + +#endif +#endif + #if ENABLE_TONE_MAPPING /* Hable's UC2 Tone mapping parameters @@ -58,6 +451,8 @@ vec4 applyToneMapping(vec4 color) } #endif + + void main(void) { vec3 color; @@ -74,9 +469,41 @@ void main(void) #endif color = base.rgb; - vec4 col = vec4(color.rgb * varColor.rgb, 1.0); +#ifdef ENABLE_DYNAMIC_SHADOWS + float shadow_int = 0.0; + 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); + + if (distance_rate > 1e-7) { + +#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 + shadow_int *= distance_rate; + shadow_int *= 1.0 - nightRatio; + + + } + + if (f_normal_length != 0 && cosLight < 0.0) { + shadow_int = clamp(1.0-nightRatio, 0.0, 1.0); + } + + shadow_int = 1.0 - (shadow_int * f_adj_shadow_strength); + + col.rgb = mix(shadow_color,col.rgb,shadow_int)*shadow_int; + // col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r; +#endif + #if ENABLE_TONE_MAPPING col = applyToneMapping(col); #endif @@ -94,6 +521,6 @@ 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/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 1a4840d35..d316930b2 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -1,5 +1,4 @@ uniform mat4 mWorld; - // Color of the light emitted by the sun. uniform vec3 dayLight; uniform vec3 eyePosition; @@ -8,6 +7,7 @@ uniform vec3 eyePosition; uniform vec3 cameraOffset; uniform float animationTimer; +varying vec3 vNormal; varying vec3 vPosition; // World position in the visible world (i.e. relative to the cameraOffset.) // This can be used for many shader effects without loss of precision. @@ -24,13 +24,38 @@ varying mediump vec2 varTexCoord; #else centroid varying vec2 varTexCoord; #endif -varying vec3 eyeVec; +#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 nightRatio; // Color of the light emitted by the light sources. const vec3 artificialLight = vec3(1.04, 1.04, 1.04); 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 smoothCurve(float x) { @@ -86,6 +111,9 @@ float snoise(vec3 p) #endif + + + void main(void) { varTexCoord = inTexCoord0.st; @@ -136,10 +164,9 @@ void main(void) gl_Position = mWorldViewProj * inVertexPosition; #endif - vPosition = gl_Position.xyz; - eyeVec = -(mWorldView * inVertexPosition).xyz; + vNormal = inVertexNormal; // Calculate color. // Red, green and blue components are pre-multiplied with @@ -152,7 +179,7 @@ void main(void) vec4 color = inVertexColor; #endif // The alpha gives the ratio of sunlight in the incoming light. - float nightRatio = 1.0 - color.a; + nightRatio = 1.0 - color.a; color.rgb = color.rgb * (color.a * dayLight.rgb + nightRatio * artificialLight.rgb) * 2.0; color.a = 1.0; @@ -164,4 +191,26 @@ void main(void) 0.07 * brightness); varColor = clamp(color, 0.0, 1.0); + +#ifdef ENABLE_DYNAMIC_SHADOWS + vec3 nNormal = normalize(vNormal); + cosLight = dot(nNormal, -v_LightDirection); + float texelSize = 767.0 / f_textureresolution; + float slopeScale = clamp(1.0 - abs(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 + } 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 } diff --git a/client/shaders/shadow_shaders/pass1_fragment.glsl b/client/shaders/shadow_shaders/pass1_fragment.glsl new file mode 100644 index 000000000..2105def96 --- /dev/null +++ b/client/shaders/shadow_shaders/pass1_fragment.glsl @@ -0,0 +1,13 @@ +uniform sampler2D ColorMapSampler; +varying vec4 tPos; + +void main() +{ + vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st); + + if (col.a < 0.70) + discard; + + float depth = 0.5 + tPos.z * 0.5; + gl_FragColor = vec4(depth, 0.0, 0.0, 1.0); +} diff --git a/client/shaders/shadow_shaders/pass1_trans_fragment.glsl b/client/shaders/shadow_shaders/pass1_trans_fragment.glsl new file mode 100644 index 000000000..9f9e5be8c --- /dev/null +++ b/client/shaders/shadow_shaders/pass1_trans_fragment.glsl @@ -0,0 +1,38 @@ +uniform sampler2D ColorMapSampler; +varying vec4 tPos; + +#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; +} + +const vec3 black = vec3(0.0); +#endif + +void main() +{ + vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st); +#ifndef COLORED_SHADOWS + if (col.a < 0.5) + discard; +#endif + + float depth = 0.5 + tPos.z * 0.5; + // ToDo: Liso: Apply movement on waving plants + // depth in [0, 1] for texture + + //col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb; +#ifdef COLORED_SHADOWS + float packedColor = packColor(mix(col.rgb, black, col.a)); + gl_FragColor = vec4(depth, packedColor, 0.0,1.0); +#else + gl_FragColor = vec4(depth, 0.0, 0.0, 1.0); +#endif +} diff --git a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl new file mode 100644 index 000000000..ca59f2796 --- /dev/null +++ b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl @@ -0,0 +1,26 @@ +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; + +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; +} + + +void main() +{ + vec4 pos = LightMVP * gl_Vertex; + + tPos = getPerspectiveFactor(LightMVP * gl_Vertex); + + gl_Position = vec4(tPos.xyz, 1.0); + gl_TexCoord[0].st = gl_MultiTexCoord0.st; +} diff --git a/client/shaders/shadow_shaders/pass1_vertex.glsl b/client/shaders/shadow_shaders/pass1_vertex.glsl new file mode 100644 index 000000000..a6d8b3db8 --- /dev/null +++ b/client/shaders/shadow_shaders/pass1_vertex.glsl @@ -0,0 +1,26 @@ +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; + +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; +} + + +void main() +{ + vec4 pos = LightMVP * gl_Vertex; + + tPos = getPerspectiveFactor(pos); + + gl_Position = vec4(tPos.xyz, 1.0); + gl_TexCoord[0].st = gl_MultiTexCoord0.st; +} diff --git a/client/shaders/shadow_shaders/pass2_fragment.glsl b/client/shaders/shadow_shaders/pass2_fragment.glsl new file mode 100644 index 000000000..00b4f9f6c --- /dev/null +++ b/client/shaders/shadow_shaders/pass2_fragment.glsl @@ -0,0 +1,23 @@ +uniform sampler2D ShadowMapClientMap; +#ifdef COLORED_SHADOWS +uniform sampler2D ShadowMapClientMapTraslucent; +#endif +uniform sampler2D ShadowMapSamplerdynamic; + +void main() { + +#ifdef COLORED_SHADOWS + vec2 first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).rg; + vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r, 0.0); + if (first_depth.r > depth_splitdynamics.r) + first_depth = depth_splitdynamics; + vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, gl_TexCoord[1].st).rg; + gl_FragColor = vec4(first_depth.r, first_depth.g, depth_color.r, depth_color.g); +#else + float first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).r; + float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r; + first_depth = min(first_depth, depth_splitdynamics); + gl_FragColor = vec4(first_depth, 0.0, 0.0, 1.0); +#endif + +} diff --git a/client/shaders/shadow_shaders/pass2_vertex.glsl b/client/shaders/shadow_shaders/pass2_vertex.glsl new file mode 100644 index 000000000..ac445c9c7 --- /dev/null +++ b/client/shaders/shadow_shaders/pass2_vertex.glsl @@ -0,0 +1,9 @@ + +void main() +{ + vec4 uv = vec4(gl_Vertex.xyz, 1.0) * 0.5 + 0.5; + gl_TexCoord[0] = uv; + gl_TexCoord[1] = uv; + gl_TexCoord[2] = uv; + gl_Position = vec4(gl_Vertex.xyz, 1.0); +} |