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path: root/src/client/shadows/dynamicshadowsrender.cpp
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* Improve shadow filters (#12195)x20482022-05-21
| | | | | | | | | * 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
* Deal with compiler warningssfan52022-04-30
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* Implement shadow offsets for the new SM distortion function (#12191)x20482022-04-14
| | | | | | | | * Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-07
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* Tune shadow perspective distortion (#12146)x20482022-03-31
| | | | | * Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-26
| | | * Also Disable shadows when sun/moon is hidden. Fixes #11972.
* Correct normal bias for entitiesDmitry Kostenko2022-03-07
| | | | | | Remove use of magic constants. Apply cameraOffset Calculate distance projected on SM plane
* Move updating shadows outside of RenderingCore::drawAll. (#11491)x20482021-08-12
| | | | Fixes indirect rendering modes such as some 3D modes mentioned in #11437 and undersampled rendering. Does not fully fix anaglyph 3d mode.
* Distribute shadow map update over multiple frames to reduce stutter (#11422)x20482021-07-25
| | | | | | | | | | Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
* Shadow mapping render pass (#11244)Liso2021-06-06
Co-authored-by: x2048 <codeforsmile@gmail.com>