From 31578303a4eab6b6b083e57b6bf8d12ff3b3d991 Mon Sep 17 00:00:00 2001 From: x2048 Date: Thu, 31 Mar 2022 22:40:06 +0200 Subject: Tune shadow perspective distortion (#12146) * 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 --- client/shaders/shadow_shaders/pass1_vertex.glsl | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'client/shaders/shadow_shaders/pass1_vertex.glsl') 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; } -- cgit v1.2.3