forked from Mirrorlandia_minetest/minetest
31578303a4
* 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
34 lines
718 B
GLSL
34 lines
718 B
GLSL
uniform mat4 LightMVP; // world matrix
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varying vec4 tPos;
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#ifdef COLORED_SHADOWS
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varying vec3 varColor;
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#endif
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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vec4 getPerspectiveFactor(in vec4 shadowPosition)
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{
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float pDistance = length(shadowPosition.xy);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
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return shadowPosition;
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}
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void main()
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{
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vec4 pos = LightMVP * gl_Vertex;
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tPos = getPerspectiveFactor(LightMVP * gl_Vertex);
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gl_Position = vec4(tPos.xyz, 1.0);
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gl_TexCoord[0].st = gl_MultiTexCoord0.st;
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#ifdef COLORED_SHADOWS
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varColor = gl_Color.rgb;
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#endif
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}
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