From a5d29fa1d4bc6849d7a6529edc522accac8219d2 Mon Sep 17 00:00:00 2001 From: x2048 Date: Thu, 14 Apr 2022 22:49:30 +0200 Subject: Implement shadow offsets for the new SM distortion function (#12191) * 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 --- client/shaders/nodes_shader/opengl_fragment.glsl | 36 +++-------- client/shaders/nodes_shader/opengl_vertex.glsl | 73 +++++++++++++++++----- client/shaders/object_shader/opengl_fragment.glsl | 35 +++-------- client/shaders/object_shader/opengl_vertex.glsl | 72 ++++++++++++++++----- .../shaders/shadow_shaders/pass1_trans_vertex.glsl | 31 ++++++--- client/shaders/shadow_shaders/pass1_vertex.glsl | 31 ++++++--- 6 files changed, 171 insertions(+), 107 deletions(-) (limited to 'client/shaders') 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; diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 8c7e27459..3ea0faa36 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -32,10 +32,13 @@ centroid varying vec2 varTexCoord; uniform float f_shadowfar; uniform float f_shadow_strength; uniform float f_timeofday; + uniform vec4 CameraPos; + varying float cosLight; varying float normalOffsetScale; varying float adj_shadow_strength; varying float f_normal_length; + varying vec3 shadow_position; #endif @@ -47,8 +50,36 @@ const float e = 2.718281828459; const float BS = 10.0; uniform float xyPerspectiveBias0; uniform float xyPerspectiveBias1; +uniform float zPerspectiveBias; #ifdef ENABLE_DYNAMIC_SHADOWS + +vec4 getRelativePosition(in vec4 position) +{ + vec2 l = position.xy - CameraPos.xy; + vec2 s = l / abs(l); + s = (1.0 - s * CameraPos.xy); + l /= s; + return vec4(l, s); +} + +float getPerspectiveFactor(in vec4 relativePosition) +{ + float pDistance = length(relativePosition.xy); + float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1; + return pFactor; +} + +vec4 applyPerspectiveDistortion(in vec4 position) +{ + vec4 l = getRelativePosition(position); + float pFactor = getPerspectiveFactor(l); + l.xy /= pFactor; + position.xy = l.xy * l.zw + CameraPos.xy; + position.z *= zPerspectiveBias; + return position; +} + // 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) @@ -196,21 +227,32 @@ void main(void) #ifdef ENABLE_DYNAMIC_SHADOWS if (f_shadow_strength > 0.0) { - vec3 nNormal = normalize(vNormal); - cosLight = dot(nNormal, -v_LightDirection); - - // Calculate normal offset scale based on the texel size adjusted for - // curvature of the SM texture. This code must be change together with - // getPerspectiveFactor or any light-space transformation. - vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset; - // Distance from the vertex to the player - float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar; - // perspective factor estimation according to the - float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1; - float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor / - (f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0); - float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0); - normalOffsetScale = texelSize * slopeScale; + vec3 nNormal; + f_normal_length = length(vNormal); + + /* normalOffsetScale is in world coordinates (1/10th of a meter) + z_bias is in light space coordinates */ + float normalOffsetScale, z_bias; + float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition)); + if (f_normal_length > 0.0) { + nNormal = normalize(vNormal); + cosLight = dot(nNormal, -v_LightDirection); + float sinLight = pow(1 - pow(cosLight, 2.0), 0.5); + normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) / + xyPerspectiveBias1 / f_textureresolution; + z_bias = 1.0 * sinLight / cosLight; + } + else { + nNormal = vec3(0.0); + cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0); + float sinLight = pow(1 - pow(cosLight, 2.0), 0.5); + normalOffsetScale = 0.0; + z_bias = 3.6e3 * sinLight / cosLight; + } + z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar; + + shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz; + shadow_position.z -= z_bias; if (f_timeofday < 0.2) { adj_shadow_strength = f_shadow_strength * 0.5 * @@ -223,7 +265,6 @@ void main(void) 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 2611bf8ef..7baf5826f 100644 --- a/client/shaders/object_shader/opengl_fragment.glsl +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -19,10 +19,13 @@ 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 @@ -48,24 +51,7 @@ varying float vIDiff; 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() @@ -75,15 +61,7 @@ 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 @@ -503,13 +481,14 @@ 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 || f_normal_length < 1e-3) if (cosLight > 0.0) shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z); else diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl index 55861b0e9..6dc25f854 100644 --- a/client/shaders/object_shader/opengl_vertex.glsl +++ b/client/shaders/object_shader/opengl_vertex.glsl @@ -24,10 +24,12 @@ centroid varying vec2 varTexCoord; uniform float f_shadowfar; uniform float f_shadow_strength; uniform float f_timeofday; + uniform vec4 CameraPos; + varying float cosLight; - varying float normalOffsetScale; varying float adj_shadow_strength; varying float f_normal_length; + varying vec3 shadow_position; #endif varying vec3 eyeVec; @@ -39,8 +41,36 @@ const float e = 2.718281828459; const float BS = 10.0; uniform float xyPerspectiveBias0; uniform float xyPerspectiveBias1; +uniform float zPerspectiveBias; #ifdef ENABLE_DYNAMIC_SHADOWS + +vec4 getRelativePosition(in vec4 position) +{ + vec2 l = position.xy - CameraPos.xy; + vec2 s = l / abs(l); + s = (1.0 - s * CameraPos.xy); + l /= s; + return vec4(l, s); +} + +float getPerspectiveFactor(in vec4 relativePosition) +{ + float pDistance = length(relativePosition.xy); + float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1; + return pFactor; +} + +vec4 applyPerspectiveDistortion(in vec4 position) +{ + vec4 l = getRelativePosition(position); + float pFactor = getPerspectiveFactor(l); + l.xy /= pFactor; + position.xy = l.xy * l.zw + CameraPos.xy; + position.z *= zPerspectiveBias; + return position; +} + // 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) @@ -107,20 +137,31 @@ void main(void) #ifdef ENABLE_DYNAMIC_SHADOWS if (f_shadow_strength > 0.0) { vec3 nNormal = normalize(vNormal); - cosLight = dot(nNormal, -v_LightDirection); - - // Calculate normal offset scale based on the texel size adjusted for - // curvature of the SM texture. This code must be change together with - // getPerspectiveFactor or any light-space transformation. - vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset; - // Distance from the vertex to the player - float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar; - // perspective factor estimation according to the - float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1; - float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor / - (f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0); - float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0); - normalOffsetScale = texelSize * slopeScale; + f_normal_length = length(vNormal); + + /* normalOffsetScale is in world coordinates (1/10th of a meter) + z_bias is in light space coordinates */ + float normalOffsetScale, z_bias; + float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition)); + if (f_normal_length > 0.0) { + nNormal = normalize(vNormal); + cosLight = dot(nNormal, -v_LightDirection); + float sinLight = pow(1 - pow(cosLight, 2.0), 0.5); + normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) / + xyPerspectiveBias1 / f_textureresolution; + z_bias = 1e3 * sinLight / cosLight * (0.5 + f_textureresolution / 1024.0); + } + else { + nNormal = vec3(0.0); + cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0); + float sinLight = pow(1 - pow(cosLight, 2.0), 0.5); + normalOffsetScale = 0.0; + z_bias = 3.6e3 * sinLight / cosLight; + } + z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar; + + shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz; + shadow_position.z -= z_bias; if (f_timeofday < 0.2) { adj_shadow_strength = f_shadow_strength * 0.5 * @@ -133,7 +174,6 @@ void main(void) 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_trans_vertex.glsl b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl index c2f575876..244d2562a 100644 --- a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl +++ b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl @@ -9,24 +9,37 @@ uniform float xyPerspectiveBias0; uniform float xyPerspectiveBias1; uniform float zPerspectiveBias; -vec4 getPerspectiveFactor(in vec4 shadowPosition) +vec4 getRelativePosition(in vec4 position) { - 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); + vec2 l = position.xy - CameraPos.xy; + vec2 s = l / abs(l); + s = (1.0 - s * CameraPos.xy); + l /= s; + return vec4(l, s); +} + +float getPerspectiveFactor(in vec4 relativePosition) +{ + float pDistance = length(relativePosition.xy); float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1; - l /= pFactor; - shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l; - shadowPosition.z *= zPerspectiveBias; - return shadowPosition; + return pFactor; } +vec4 applyPerspectiveDistortion(in vec4 position) +{ + vec4 l = getRelativePosition(position); + float pFactor = getPerspectiveFactor(l); + l.xy /= pFactor; + position.xy = l.xy * l.zw + CameraPos.xy; + position.z *= zPerspectiveBias; + return position; +} void main() { vec4 pos = LightMVP * gl_Vertex; - tPos = getPerspectiveFactor(LightMVP * gl_Vertex); + tPos = applyPerspectiveDistortion(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 index 38aef3619..1dceb93c6 100644 --- a/client/shaders/shadow_shaders/pass1_vertex.glsl +++ b/client/shaders/shadow_shaders/pass1_vertex.glsl @@ -6,24 +6,37 @@ uniform float xyPerspectiveBias0; uniform float xyPerspectiveBias1; uniform float zPerspectiveBias; -vec4 getPerspectiveFactor(in vec4 shadowPosition) +vec4 getRelativePosition(in vec4 position) { - 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); + vec2 l = position.xy - CameraPos.xy; + vec2 s = l / abs(l); + s = (1.0 - s * CameraPos.xy); + l /= s; + return vec4(l, s); +} + +float getPerspectiveFactor(in vec4 relativePosition) +{ + float pDistance = length(relativePosition.xy); float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1; - l /= pFactor; - shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l; - shadowPosition.z *= zPerspectiveBias; - return shadowPosition; + return pFactor; } +vec4 applyPerspectiveDistortion(in vec4 position) +{ + vec4 l = getRelativePosition(position); + float pFactor = getPerspectiveFactor(l); + l.xy /= pFactor; + position.xy = l.xy * l.zw + CameraPos.xy; + position.z *= zPerspectiveBias; + return position; +} void main() { vec4 pos = LightMVP * gl_Vertex; - tPos = getPerspectiveFactor(pos); + tPos = applyPerspectiveDistortion(pos); gl_Position = vec4(tPos.xyz, 1.0); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -- cgit v1.2.3