mirror of
https://github.com/minetest/minetest.git
synced 2024-11-27 01:53:45 +01:00
Fix missing shadows when sun tilt is zero
This commit is contained in:
parent
ad41d0af9d
commit
1de8a1e962
@ -392,7 +392,7 @@ void main(void)
|
|||||||
float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
|
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)
|
if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
|
||||||
distance_rate = 0.0;
|
distance_rate = 0.0;
|
||||||
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),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) {
|
if (distance_rate > 1e-7) {
|
||||||
|
|
||||||
|
@ -241,7 +241,7 @@ void main(void)
|
|||||||
float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos));
|
float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos));
|
||||||
if (f_normal_length > 0.0) {
|
if (f_normal_length > 0.0) {
|
||||||
nNormal = normalize(vNormal);
|
nNormal = normalize(vNormal);
|
||||||
cosLight = dot(nNormal, -v_LightDirection);
|
cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
|
||||||
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
|
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
|
||||||
normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
|
normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
|
||||||
xyPerspectiveBias1 / f_textureresolution;
|
xyPerspectiveBias1 / f_textureresolution;
|
||||||
|
@ -393,7 +393,7 @@ void main(void)
|
|||||||
float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
|
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)
|
if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
|
||||||
distance_rate = 0.0;
|
distance_rate = 0.0;
|
||||||
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),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) {
|
if (distance_rate > 1e-7) {
|
||||||
|
|
||||||
|
@ -146,7 +146,7 @@ void main(void)
|
|||||||
float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
|
float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
|
||||||
if (f_normal_length > 0.0) {
|
if (f_normal_length > 0.0) {
|
||||||
nNormal = normalize(vNormal);
|
nNormal = normalize(vNormal);
|
||||||
cosLight = dot(nNormal, -v_LightDirection);
|
cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
|
||||||
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
|
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
|
||||||
normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
|
normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
|
||||||
xyPerspectiveBias1 / f_textureresolution;
|
xyPerspectiveBias1 / f_textureresolution;
|
||||||
|
Loading…
Reference in New Issue
Block a user