mirror of
https://github.com/minetest/minetest.git
synced 2024-11-30 03:23:45 +01:00
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.
This commit is contained in:
parent
532d5b21fd
commit
cef016d393
@ -1,5 +1,6 @@
|
||||
uniform sampler2D baseTexture;
|
||||
|
||||
uniform vec3 dayLight;
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
uniform vec3 eyePosition;
|
||||
@ -497,23 +498,35 @@ void main(void)
|
||||
shadow_int = visibility.r;
|
||||
shadow_color = visibility.gba;
|
||||
#else
|
||||
if (cosLight > 0.0)
|
||||
shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
|
||||
else
|
||||
shadow_int = 1.0;
|
||||
#endif
|
||||
shadow_int *= distance_rate;
|
||||
shadow_int *= 1.0 - nightRatio;
|
||||
|
||||
shadow_int = clamp(shadow_int, 0.0, 1.0);
|
||||
|
||||
}
|
||||
|
||||
// turns out that nightRatio falls off much faster than
|
||||
// actual brightness of artificial light in relation to natual light.
|
||||
// Power ratio was measured on torches in MTG (brightness = 14).
|
||||
float adjusted_night_ratio = pow(nightRatio, 0.6);
|
||||
|
||||
if (f_normal_length != 0 && cosLight < 0.035) {
|
||||
shadow_int = max(shadow_int, min(clamp(1.0-nightRatio, 0.0, 1.0), 1 - clamp(cosLight, 0.0, 0.035)/0.035));
|
||||
shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, 0.035)/0.035);
|
||||
}
|
||||
|
||||
shadow_int = 1.0 - (shadow_int * f_adj_shadow_strength);
|
||||
shadow_int *= f_adj_shadow_strength;
|
||||
|
||||
// apply shadow (+color) as a factor to the material color
|
||||
col.rgb = col.rgb * (1.0 - (1.0 - shadow_color) * (1.0 - pow(shadow_int, 2.0)));
|
||||
// calculate fragment color from components:
|
||||
col.rgb =
|
||||
adjusted_night_ratio * col.rgb + // artificial light
|
||||
(1.0 - adjusted_night_ratio) * ( // natural light
|
||||
col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
|
||||
dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
|
||||
// col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r;
|
||||
// col.r = adjusted_night_ratio; // debug night ratio adjustment
|
||||
#endif
|
||||
|
||||
#if ENABLE_TONE_MAPPING
|
||||
|
@ -33,9 +33,8 @@ void main()
|
||||
//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
|
||||
#ifdef COLORED_SHADOWS
|
||||
col.rgb *= varColor.rgb;
|
||||
// alpha 0.0 results in all-white, 0.5 means full color, 1.0 means all black
|
||||
// resulting color is used as a factor in the final shader
|
||||
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)));
|
||||
// premultiply color alpha (see-through side)
|
||||
float packedColor = packColor(col.rgb * (1.0 - col.a));
|
||||
gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
|
||||
#else
|
||||
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
|
||||
|
Loading…
Reference in New Issue
Block a user