forked from Mirrorlandia_minetest/minetest
Reuse normal offset calculation for nodes
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4801bdf45a
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b651bbf446
@ -74,8 +74,7 @@ vec3 getLightSpacePosition()
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#if DRAW_TYPE == NDT_PLANTLIKE
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pLightSpace = m_ShadowViewProj * vec4(worldPosition, 1.0);
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#else
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float offsetScale = (0.0057 * getLinearDepth() + normalOffsetScale);
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pLightSpace = m_ShadowViewProj * vec4(worldPosition + offsetScale * normalize(vNormal), 1.0);
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pLightSpace = m_ShadowViewProj * vec4(worldPosition + normalOffsetScale * normalize(vNormal), 1.0);
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#endif
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pLightSpace = getPerspectiveFactor(pLightSpace);
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return pLightSpace.xyz * 0.5 + 0.5;
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@ -45,6 +45,8 @@ varying float nightRatio;
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const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float bias0 = 0.9;
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const float bias1 = 1.0 - bias0;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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// custom smoothstep implementation because it's not defined in glsl1.2
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@ -195,8 +197,18 @@ void main(void)
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#ifdef ENABLE_DYNAMIC_SHADOWS
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vec3 nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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float texelSize = 767.0 / f_textureresolution;
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float slopeScale = clamp(1.0 - abs(cosLight), 0.0, 1.0);
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// Calculate normal offset scale based on the texel size adjusted for
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// curvature of the SM texture. This code must be change together with
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// getPerspectiveFactor or any light-space transformation.
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vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
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// Distance from the vertex to the player
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float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
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// perspective factor estimation according to the
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float perspectiveFactor = distanceToPlayer * bias0 + bias1;
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float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
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(f_textureresolution * bias1 - perspectiveFactor * bias0);
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float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
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normalOffsetScale = texelSize * slopeScale;
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if (f_timeofday < 0.2) {
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