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Implement shadow offsets for the new SM distortion function (#12191)
* Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
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@ -18,10 +18,13 @@ uniform float animationTimer;
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uniform float f_shadowfar;
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uniform float f_shadow_strength;
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uniform vec4 CameraPos;
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varying float normalOffsetScale;
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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varying float adj_shadow_strength;
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varying float cosLight;
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varying float f_normal_length;
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varying vec3 shadow_position;
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#endif
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@ -45,24 +48,7 @@ varying float nightRatio;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
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#ifdef ENABLE_DYNAMIC_SHADOWS
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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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vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
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vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
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float pDistance = length(l);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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l /= pFactor;
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shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
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shadowPosition.z *= zPerspectiveBias;
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return shadowPosition;
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}
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// assuming near is always 1.0
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float getLinearDepth()
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@ -72,15 +58,7 @@ float getLinearDepth()
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vec3 getLightSpacePosition()
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{
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vec4 pLightSpace;
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// some drawtypes have zero normals, so we need to handle it :(
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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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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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return shadow_position * 0.5 + 0.5;
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}
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// custom smoothstep implementation because it's not defined in glsl1.2
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// https://docs.gl/sl4/smoothstep
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@ -499,14 +477,14 @@ void main(void)
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#ifdef COLORED_SHADOWS
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vec4 visibility;
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if (cosLight > 0.0)
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if (cosLight > 0.0 || f_normal_length < 1e-3)
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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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if (cosLight > 0.0)
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if (cosLight > 0.0 || f_normal_length < 1e-3)
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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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@ -32,10 +32,13 @@ centroid varying vec2 varTexCoord;
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uniform float f_shadowfar;
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uniform float f_shadow_strength;
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uniform float f_timeofday;
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uniform vec4 CameraPos;
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varying float cosLight;
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varying float normalOffsetScale;
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varying float adj_shadow_strength;
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varying float f_normal_length;
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varying vec3 shadow_position;
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#endif
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@ -47,8 +50,36 @@ const float e = 2.718281828459;
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const float BS = 10.0;
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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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#ifdef ENABLE_DYNAMIC_SHADOWS
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vec4 getRelativePosition(in vec4 position)
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{
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vec2 l = position.xy - CameraPos.xy;
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vec2 s = l / abs(l);
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s = (1.0 - s * CameraPos.xy);
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l /= s;
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return vec4(l, s);
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}
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float getPerspectiveFactor(in vec4 relativePosition)
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{
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float pDistance = length(relativePosition.xy);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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return pFactor;
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}
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vec4 applyPerspectiveDistortion(in vec4 position)
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{
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vec4 l = getRelativePosition(position);
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float pFactor = getPerspectiveFactor(l);
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l.xy /= pFactor;
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position.xy = l.xy * l.zw + CameraPos.xy;
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position.z *= zPerspectiveBias;
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return position;
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}
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// custom smoothstep implementation because it's not defined in glsl1.2
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// https://docs.gl/sl4/smoothstep
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float mtsmoothstep(in float edge0, in float edge1, in float x)
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@ -196,21 +227,32 @@ void main(void)
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#ifdef ENABLE_DYNAMIC_SHADOWS
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if (f_shadow_strength > 0.0) {
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vec3 nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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vec3 nNormal;
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f_normal_length = length(vNormal);
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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 * xyPerspectiveBias0 + xyPerspectiveBias1;
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float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
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(f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
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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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/* normalOffsetScale is in world coordinates (1/10th of a meter)
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z_bias is in light space coordinates */
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float normalOffsetScale, z_bias;
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float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
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if (f_normal_length > 0.0) {
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nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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xyPerspectiveBias1 / f_textureresolution;
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z_bias = 1.0 * sinLight / cosLight;
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}
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else {
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nNormal = vec3(0.0);
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cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.0;
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z_bias = 3.6e3 * sinLight / cosLight;
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}
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z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
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shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
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shadow_position.z -= z_bias;
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if (f_timeofday < 0.2) {
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adj_shadow_strength = f_shadow_strength * 0.5 *
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@ -223,7 +265,6 @@ void main(void)
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mtsmoothstep(0.20, 0.25, f_timeofday) *
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(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
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}
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f_normal_length = length(vNormal);
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}
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#endif
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}
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@ -19,10 +19,13 @@ uniform float animationTimer;
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uniform float f_shadowfar;
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uniform float f_shadow_strength;
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uniform vec4 CameraPos;
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varying float normalOffsetScale;
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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varying float adj_shadow_strength;
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varying float cosLight;
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varying float f_normal_length;
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varying vec3 shadow_position;
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#endif
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@ -48,24 +51,7 @@ varying float vIDiff;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1.0 / (1.0 - fogStart);
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#ifdef ENABLE_DYNAMIC_SHADOWS
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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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vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
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vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
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float pDistance = length(l);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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l /= pFactor;
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shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
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shadowPosition.z *= zPerspectiveBias;
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return shadowPosition;
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}
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// assuming near is always 1.0
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float getLinearDepth()
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@ -75,15 +61,7 @@ float getLinearDepth()
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vec3 getLightSpacePosition()
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{
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vec4 pLightSpace;
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// some drawtypes have zero normals, so we need to handle it :(
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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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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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return shadow_position * 0.5 + 0.5;
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}
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// custom smoothstep implementation because it's not defined in glsl1.2
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// https://docs.gl/sl4/smoothstep
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@ -503,13 +481,14 @@ void main(void)
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#ifdef COLORED_SHADOWS
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vec4 visibility;
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if (cosLight > 0.0)
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if (cosLight > 0.0 || f_normal_length < 1e-3)
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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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if (cosLight > 0.0 || f_normal_length < 1e-3)
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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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@ -24,10 +24,12 @@ centroid varying vec2 varTexCoord;
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uniform float f_shadowfar;
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uniform float f_shadow_strength;
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uniform float f_timeofday;
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uniform vec4 CameraPos;
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varying float cosLight;
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varying float normalOffsetScale;
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varying float adj_shadow_strength;
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varying float f_normal_length;
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varying vec3 shadow_position;
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#endif
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varying vec3 eyeVec;
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@ -39,8 +41,36 @@ const float e = 2.718281828459;
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const float BS = 10.0;
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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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#ifdef ENABLE_DYNAMIC_SHADOWS
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vec4 getRelativePosition(in vec4 position)
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{
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vec2 l = position.xy - CameraPos.xy;
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vec2 s = l / abs(l);
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s = (1.0 - s * CameraPos.xy);
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l /= s;
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return vec4(l, s);
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}
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float getPerspectiveFactor(in vec4 relativePosition)
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{
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float pDistance = length(relativePosition.xy);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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return pFactor;
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}
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vec4 applyPerspectiveDistortion(in vec4 position)
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{
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vec4 l = getRelativePosition(position);
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float pFactor = getPerspectiveFactor(l);
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l.xy /= pFactor;
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position.xy = l.xy * l.zw + CameraPos.xy;
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position.z *= zPerspectiveBias;
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return position;
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}
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// custom smoothstep implementation because it's not defined in glsl1.2
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// https://docs.gl/sl4/smoothstep
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float mtsmoothstep(in float edge0, in float edge1, in float x)
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@ -107,20 +137,31 @@ void main(void)
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#ifdef ENABLE_DYNAMIC_SHADOWS
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if (f_shadow_strength > 0.0) {
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vec3 nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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f_normal_length = length(vNormal);
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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 * xyPerspectiveBias0 + xyPerspectiveBias1;
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float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
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(f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
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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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/* normalOffsetScale is in world coordinates (1/10th of a meter)
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z_bias is in light space coordinates */
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float normalOffsetScale, z_bias;
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float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
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if (f_normal_length > 0.0) {
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nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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xyPerspectiveBias1 / f_textureresolution;
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z_bias = 1e3 * sinLight / cosLight * (0.5 + f_textureresolution / 1024.0);
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}
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else {
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nNormal = vec3(0.0);
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cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.0;
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z_bias = 3.6e3 * sinLight / cosLight;
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}
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z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
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shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
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shadow_position.z -= z_bias;
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if (f_timeofday < 0.2) {
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adj_shadow_strength = f_shadow_strength * 0.5 *
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@ -133,7 +174,6 @@ void main(void)
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mtsmoothstep(0.20, 0.25, f_timeofday) *
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(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
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}
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f_normal_length = length(vNormal);
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}
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#endif
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}
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@ -9,24 +9,37 @@ 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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vec4 getRelativePosition(in vec4 position)
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{
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vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
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vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
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float pDistance = length(l);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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l /= pFactor;
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shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
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shadowPosition.z *= zPerspectiveBias;
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return shadowPosition;
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vec2 l = position.xy - CameraPos.xy;
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vec2 s = l / abs(l);
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s = (1.0 - s * CameraPos.xy);
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l /= s;
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return vec4(l, s);
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}
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float getPerspectiveFactor(in vec4 relativePosition)
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{
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float pDistance = length(relativePosition.xy);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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return pFactor;
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}
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vec4 applyPerspectiveDistortion(in vec4 position)
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{
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vec4 l = getRelativePosition(position);
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float pFactor = getPerspectiveFactor(l);
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l.xy /= pFactor;
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position.xy = l.xy * l.zw + CameraPos.xy;
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position.z *= zPerspectiveBias;
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return position;
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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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tPos = applyPerspectiveDistortion(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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@ -6,24 +6,37 @@ 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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vec4 getRelativePosition(in vec4 position)
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{
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vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
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vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
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float pDistance = length(l);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
|
||||
l /= pFactor;
|
||||
shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
|
||||
shadowPosition.z *= zPerspectiveBias;
|
||||
return shadowPosition;
|
||||
vec2 l = position.xy - CameraPos.xy;
|
||||
vec2 s = l / abs(l);
|
||||
s = (1.0 - s * CameraPos.xy);
|
||||
l /= s;
|
||||
return vec4(l, s);
|
||||
}
|
||||
|
||||
float getPerspectiveFactor(in vec4 relativePosition)
|
||||
{
|
||||
float pDistance = length(relativePosition.xy);
|
||||
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
|
||||
return pFactor;
|
||||
}
|
||||
|
||||
vec4 applyPerspectiveDistortion(in vec4 position)
|
||||
{
|
||||
vec4 l = getRelativePosition(position);
|
||||
float pFactor = getPerspectiveFactor(l);
|
||||
l.xy /= pFactor;
|
||||
position.xy = l.xy * l.zw + CameraPos.xy;
|
||||
position.z *= zPerspectiveBias;
|
||||
return position;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pos = LightMVP * gl_Vertex;
|
||||
|
||||
tPos = getPerspectiveFactor(pos);
|
||||
tPos = applyPerspectiveDistortion(pos);
|
||||
|
||||
gl_Position = vec4(tPos.xyz, 1.0);
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
@ -76,8 +76,11 @@ void RenderingCore::draw(video::SColor _skycolor, bool _show_hud, bool _show_min
|
||||
draw_wield_tool = _draw_wield_tool;
|
||||
draw_crosshair = _draw_crosshair;
|
||||
|
||||
if (shadow_renderer)
|
||||
if (shadow_renderer) {
|
||||
// This is necessary to render shadows for animations correctly
|
||||
smgr->getRootSceneNode()->OnAnimate(device->getTimer()->getTime());
|
||||
shadow_renderer->update();
|
||||
}
|
||||
|
||||
beforeDraw();
|
||||
drawAll();
|
||||
|
@ -69,12 +69,18 @@ public:
|
||||
const core::matrix4 &getFutureProjectionMatrix() const;
|
||||
core::matrix4 getViewProjMatrix();
|
||||
|
||||
/// Gets the light's far value.
|
||||
/// Gets the light's maximum far value, i.e. the shadow boundary
|
||||
f32 getMaxFarValue() const
|
||||
{
|
||||
return farPlane * BS;
|
||||
}
|
||||
|
||||
/// Gets the current far value of the light
|
||||
f32 getFarValue() const
|
||||
{
|
||||
return shadow_frustum.zFar;
|
||||
}
|
||||
|
||||
|
||||
/// Gets the light's color.
|
||||
const video::SColorf &getLightColor() const
|
||||
|
@ -143,7 +143,7 @@ size_t ShadowRenderer::getDirectionalLightCount() const
|
||||
f32 ShadowRenderer::getMaxShadowFar() const
|
||||
{
|
||||
if (!m_light_list.empty()) {
|
||||
float zMax = m_light_list[0].getMaxFarValue();
|
||||
float zMax = m_light_list[0].getFarValue();
|
||||
return zMax;
|
||||
}
|
||||
return 0.0f;
|
||||
@ -418,10 +418,6 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target,
|
||||
|
||||
material.BackfaceCulling = false;
|
||||
material.FrontfaceCulling = true;
|
||||
material.PolygonOffsetFactor = 4.0f;
|
||||
material.PolygonOffsetDirection = video::EPO_BACK;
|
||||
//material.PolygonOffsetDepthBias = 1.0f/4.0f;
|
||||
//material.PolygonOffsetSlopeScale = -1.f;
|
||||
|
||||
if (m_shadow_map_colored && pass != scene::ESNRP_SOLID) {
|
||||
material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader_trans;
|
||||
@ -431,9 +427,6 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target,
|
||||
material.BlendOperation = video::EBO_MIN;
|
||||
}
|
||||
|
||||
// FIXME: I don't think this is needed here
|
||||
map_node->OnAnimate(m_device->getTimer()->getTime());
|
||||
|
||||
m_driver->setTransform(video::ETS_WORLD,
|
||||
map_node->getAbsoluteTransformation());
|
||||
|
||||
@ -479,10 +472,6 @@ void ShadowRenderer::renderShadowObjects(
|
||||
|
||||
current_mat.BackfaceCulling = true;
|
||||
current_mat.FrontfaceCulling = false;
|
||||
current_mat.PolygonOffsetFactor = 1.0f/2048.0f;
|
||||
current_mat.PolygonOffsetDirection = video::EPO_BACK;
|
||||
//current_mat.PolygonOffsetDepthBias = 1.0 * 2.8e-6;
|
||||
//current_mat.PolygonOffsetSlopeScale = -1.f;
|
||||
}
|
||||
|
||||
m_driver->setTransform(video::ETS_WORLD,
|
||||
|
Loading…
Reference in New Issue
Block a user