forked from Mirrorlandia_minetest/minetest
Apply shadow only to the naturally lit part of the fragment color (#11722)
Fragment color for nodes is now calculated from: * Texture color, highlighted by artificial light if present (light color conveyed via vertex color). * Texture color highlighted by natural light (conveyed via vertex color) filtered by shadow. * Reflected day/moonlight filtered by shadow (color and intensity), assuming some portion of the light is directly reflected from the materials.
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@ -1,5 +1,6 @@
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uniform sampler2D baseTexture;
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uniform sampler2D baseTexture;
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uniform vec3 dayLight;
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uniform vec4 skyBgColor;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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uniform vec3 eyePosition;
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@ -497,23 +498,35 @@ void main(void)
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shadow_int = visibility.r;
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shadow_int = visibility.r;
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shadow_color = visibility.gba;
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shadow_color = visibility.gba;
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#else
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#else
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shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
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if (cosLight > 0.0)
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shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
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else
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shadow_int = 1.0;
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#endif
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#endif
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shadow_int *= distance_rate;
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shadow_int *= distance_rate;
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shadow_int *= 1.0 - nightRatio;
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shadow_int = clamp(shadow_int, 0.0, 1.0);
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}
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}
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// turns out that nightRatio falls off much faster than
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// actual brightness of artificial light in relation to natual light.
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// Power ratio was measured on torches in MTG (brightness = 14).
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float adjusted_night_ratio = pow(nightRatio, 0.6);
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if (f_normal_length != 0 && cosLight < 0.035) {
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if (f_normal_length != 0 && cosLight < 0.035) {
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shadow_int = max(shadow_int, min(clamp(1.0-nightRatio, 0.0, 1.0), 1 - clamp(cosLight, 0.0, 0.035)/0.035));
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shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, 0.035)/0.035);
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}
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}
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shadow_int = 1.0 - (shadow_int * f_adj_shadow_strength);
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shadow_int *= f_adj_shadow_strength;
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// apply shadow (+color) as a factor to the material color
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// calculate fragment color from components:
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col.rgb = col.rgb * (1.0 - (1.0 - shadow_color) * (1.0 - pow(shadow_int, 2.0)));
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col.rgb =
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adjusted_night_ratio * col.rgb + // artificial light
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(1.0 - adjusted_night_ratio) * ( // natural light
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col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
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dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
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// col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r;
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// col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r;
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// col.r = adjusted_night_ratio; // debug night ratio adjustment
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#endif
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#endif
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#if ENABLE_TONE_MAPPING
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#if ENABLE_TONE_MAPPING
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@ -33,9 +33,8 @@ void main()
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//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
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//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
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#ifdef COLORED_SHADOWS
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#ifdef COLORED_SHADOWS
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col.rgb *= varColor.rgb;
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col.rgb *= varColor.rgb;
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// alpha 0.0 results in all-white, 0.5 means full color, 1.0 means all black
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// premultiply color alpha (see-through side)
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// resulting color is used as a factor in the final shader
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float packedColor = packColor(col.rgb * (1.0 - col.a));
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float packedColor = packColor(mix(mix(vec3(1.0), col.rgb, 2.0 * clamp(col.a, 0.0, 0.5)), black, 2.0 * clamp(col.a - 0.5, 0.0, 0.5)));
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gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
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gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
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#else
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#else
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gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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