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Improvements to colored shadows (#11516)
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@ -489,7 +489,11 @@ void main(void)
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if (distance_rate > 1e-7) {
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#ifdef COLORED_SHADOWS
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vec4 visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
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vec4 visibility;
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if (cosLight > 0.0)
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visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
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else
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visibility = vec4(1.0, 0.0, 0.0, 0.0);
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shadow_int = visibility.r;
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shadow_color = visibility.gba;
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#else
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@ -507,7 +511,8 @@ void main(void)
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shadow_int = 1.0 - (shadow_int * f_adj_shadow_strength);
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col.rgb = mix(shadow_color,col.rgb,shadow_int)*shadow_int;
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// apply shadow (+color) as a factor to the material color
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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.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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#endif
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@ -351,7 +351,11 @@ void main(void)
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vec3 posLightSpace = getLightSpacePosition();
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#ifdef COLORED_SHADOWS
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vec4 visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
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vec4 visibility;
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if (cosLight > 0.0)
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visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
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else
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visibility = vec4(1.0, 0.0, 0.0, 0.0);
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shadow_int = visibility.r;
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shadow_color = visibility.gba;
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#else
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@ -2,6 +2,8 @@ uniform sampler2D ColorMapSampler;
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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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// c_precision of 128 fits within 7 base-10 digits
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const float c_precision = 128.0;
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const float c_precisionp1 = c_precision + 1.0;
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@ -30,7 +32,10 @@ void main()
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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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float packedColor = packColor(mix(col.rgb, black, col.a));
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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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// resulting color is used as a factor in the final shader
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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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#else
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gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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@ -1,5 +1,8 @@
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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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const float bias0 = 0.9;
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const float zPersFactor = 0.5;
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@ -23,4 +26,8 @@ void main()
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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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@ -461,7 +461,10 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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layer.Texture = shadow->get_texture();
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layer.TextureWrapU = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
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layer.TextureWrapV = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
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layer.TrilinearFilter = true;
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// Do not enable filter on shadow texture to avoid visual artifacts
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// with colored shadows.
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// Filtering is done in shader code anyway
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layer.TrilinearFilter = false;
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}
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driver->setMaterial(material);
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++material_swaps;
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