From 48f7c5603e5b2dfca941d228e76e452bc269a1fa Mon Sep 17 00:00:00 2001 From: x2048 Date: Thu, 7 Apr 2022 22:13:50 +0200 Subject: Adjust shadowmap distortion to use entire SM texture (#12166) --- client/shaders/nodes_shader/opengl_fragment.glsl | 25 +++--- client/shaders/object_shader/opengl_fragment.glsl | 89 +++++++++++++--------- .../shaders/shadow_shaders/pass1_trans_vertex.glsl | 10 ++- client/shaders/shadow_shaders/pass1_vertex.glsl | 10 ++- 4 files changed, 83 insertions(+), 51 deletions(-) (limited to 'client') diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 3dc66bdb3..4d0d107d1 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -17,6 +17,7 @@ uniform float animationTimer; uniform mat4 m_ShadowViewProj; uniform float f_shadowfar; uniform float f_shadow_strength; + uniform vec4 CameraPos; varying float normalOffsetScale; varying float adj_shadow_strength; varying float cosLight; @@ -53,12 +54,13 @@ uniform float zPerspectiveBias; vec4 getPerspectiveFactor(in vec4 shadowPosition) { - - float pDistance = length(shadowPosition.xy); + 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; - - shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias); - + l /= pFactor; + shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l; + shadowPosition.z *= zPerspectiveBias; return shadowPosition; } @@ -171,13 +173,13 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis float getBaseLength(vec2 smTexCoord) { - float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords + float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy); // length in texture coords return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords } float getDeltaPerspectiveFactor(float l) { - return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10 + return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10 } float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier) @@ -185,7 +187,6 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist float baseLength = getBaseLength(smTexCoord); float perspectiveFactor; - if (PCFBOUND == 0.0) return 0.0; // Return fast if sharp shadows are requested if (PCFBOUND == 0.0) return 0.0; @@ -489,11 +490,13 @@ void main(void) 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), 50.0)); + float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0)); + if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5) + distance_rate = 0.0; 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; if (cosLight > 0.0) @@ -527,7 +530,7 @@ void main(void) } shadow_int *= f_adj_shadow_strength; - + // calculate fragment color from components: col.rgb = adjusted_night_ratio * col.rgb + // artificial light diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl index 2b9a59cd7..2611bf8ef 100644 --- a/client/shaders/object_shader/opengl_fragment.glsl +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -6,8 +6,33 @@ uniform vec4 skyBgColor; uniform float fogDistance; 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; + uniform float f_shadow_strength; + uniform vec4 CameraPos; + 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. +// If the absolute position is required it can be calculated with +// cameraOffset + worldPosition (for large coordinates the limits of float +// precision must be considered). varying vec3 worldPosition; varying lowp vec4 varColor; #ifdef GL_ES @@ -15,32 +40,15 @@ varying mediump vec2 varTexCoord; #else centroid varying vec2 varTexCoord; #endif - varying vec3 eyeVec; varying float nightRatio; varying float vIDiff; -const float e = 2.718281828459; -const float BS = 10.0; const float fogStart = FOG_START; const float fogShadingParameter = 1.0 / (1.0 - fogStart); -#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; - uniform float f_shadow_strength; - varying float normalOffsetScale; - varying float adj_shadow_strength; - varying float cosLight; - varying float f_normal_length; -#endif + #ifdef ENABLE_DYNAMIC_SHADOWS uniform float xyPerspectiveBias0; @@ -49,15 +57,22 @@ uniform float zPerspectiveBias; vec4 getPerspectiveFactor(in vec4 shadowPosition) { - - float pDistance = length(shadowPosition.xy); + 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; - - shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias); - + l /= pFactor; + shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l; + shadowPosition.z *= zPerspectiveBias; 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; @@ -161,13 +176,13 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis float getBaseLength(vec2 smTexCoord) { - float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords + float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy); // length in texture coords return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords } float getDeltaPerspectiveFactor(float l) { - return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10 + return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10 } float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier) @@ -178,7 +193,7 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist // Return fast if sharp shadows are requested if (PCFBOUND == 0.0) return 0.0; - + if (SOFTSHADOWRADIUS <= 1.0) { perspectiveFactor = getDeltaPerspectiveFactor(baseLength); return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS); @@ -418,6 +433,7 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) #endif #if ENABLE_TONE_MAPPING + /* Hable's UC2 Tone mapping parameters A = 0.22; B = 0.30; @@ -448,12 +464,14 @@ vec4 applyToneMapping(vec4 color) } #endif + + void main(void) { vec3 color; vec2 uv = varTexCoord.st; - vec4 base = texture2D(baseTexture, uv).rgba; + vec4 base = texture2D(baseTexture, uv).rgba; // If alpha is zero, we can just discard the pixel. This fixes transparency // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa, // and also on GLES 2, where GL_ALPHA_TEST is missing entirely. @@ -467,8 +485,7 @@ void main(void) #endif color = base.rgb; - vec4 col = vec4(color.rgb, base.a); - col.rgb *= varColor.rgb; + vec4 col = vec4(color.rgb * varColor.rgb, 1.0); col.rgb *= vIDiff; #ifdef ENABLE_DYNAMIC_SHADOWS @@ -477,11 +494,13 @@ void main(void) 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), 50.0)); + float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0)); + if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5) + distance_rate = 0.0; 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; if (cosLight > 0.0) @@ -506,8 +525,8 @@ void main(void) // Power ratio was measured on torches in MTG (brightness = 14). float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6); - // cosine of the normal-to-light angle when - // we start to apply self-shadowing + // Apply self-shadowing when light falls at a narrow angle to the surface + // Cosine of the cut-off angle. const float self_shadow_cutoff_cosine = 0.14; if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) { shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine); @@ -541,5 +560,7 @@ void main(void) float clarity = clamp(fogShadingParameter - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); col = mix(skyBgColor, col, clarity); - gl_FragColor = vec4(col.rgb, base.a); + col = vec4(col.rgb, base.a); + + gl_FragColor = col; } diff --git a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl index 6d2877d18..c2f575876 100644 --- a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl +++ b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl @@ -1,4 +1,5 @@ uniform mat4 LightMVP; // world matrix +uniform vec4 CameraPos; varying vec4 tPos; #ifdef COLORED_SHADOWS varying vec3 varColor; @@ -10,10 +11,13 @@ uniform float zPerspectiveBias; vec4 getPerspectiveFactor(in vec4 shadowPosition) { - float pDistance = length(shadowPosition.xy); + 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; - shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias); - + l /= pFactor; + shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l; + shadowPosition.z *= zPerspectiveBias; return shadowPosition; } diff --git a/client/shaders/shadow_shaders/pass1_vertex.glsl b/client/shaders/shadow_shaders/pass1_vertex.glsl index 3873ac6e6..38aef3619 100644 --- a/client/shaders/shadow_shaders/pass1_vertex.glsl +++ b/client/shaders/shadow_shaders/pass1_vertex.glsl @@ -1,4 +1,5 @@ uniform mat4 LightMVP; // world matrix +uniform vec4 CameraPos; // camera position varying vec4 tPos; uniform float xyPerspectiveBias0; @@ -7,10 +8,13 @@ uniform float zPerspectiveBias; vec4 getPerspectiveFactor(in vec4 shadowPosition) { - float pDistance = length(shadowPosition.xy); + 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; - shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias); - + l /= pFactor; + shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l; + shadowPosition.z *= zPerspectiveBias; return shadowPosition; } -- cgit v1.2.3