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Improve shadow filters (#12195)
* Rewrite shadow filtering for the new distortion * Calculate penumbra radius using a single sample * Avoid peter-panning effect due to filtering of short shadows * Add adaptive filter quality for soft shadows * Avoid sharp shadows on surfaces without normals (e.g. plants) * Increase default and maximum soft shadow radius * Make line numbers in shader errors match the code
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@ -631,8 +631,8 @@ shadow_update_frames (Map shadows update frames) int 8 1 16
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# Set the soft shadow radius size.
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# Lower values mean sharper shadows, bigger values mean softer shadows.
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# Minimum value: 1.0; maximum value: 10.0
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shadow_soft_radius (Soft shadow radius) float 1.0 1.0 10.0
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# Minimum value: 1.0; maximum value: 15.0
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shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
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# Set the tilt of Sun/Moon orbit in degrees.
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# Value of 0 means no tilt / vertical orbit.
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@ -25,6 +25,7 @@ uniform float animationTimer;
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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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varying float perspective_factor;
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#endif
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@ -116,23 +117,16 @@ float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
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#if SHADOW_FILTER == 2
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#define PCFBOUND 3.5
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#define PCFSAMPLES 64.0
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#define PCFBOUND 2.0 // 5x5
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#define PCFSAMPLES 25
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#elif SHADOW_FILTER == 1
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#define PCFBOUND 1.5
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#if defined(POISSON_FILTER)
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#define PCFSAMPLES 32.0
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#else
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#define PCFSAMPLES 16.0
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#endif
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#define PCFBOUND 1.0 // 3x3
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#define PCFSAMPLES 9
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#else
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#define PCFBOUND 0.0
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#if defined(POISSON_FILTER)
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#define PCFSAMPLES 4.0
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#else
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#define PCFSAMPLES 1.0
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#endif
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#define PCFSAMPLES 1
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#endif
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#ifdef COLORED_SHADOWS
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float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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{
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@ -149,59 +143,31 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
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}
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#endif
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float getBaseLength(vec2 smTexCoord)
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{
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float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy); // length in texture coords
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return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
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}
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#define BASEFILTERRADIUS 1.0
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float getDeltaPerspectiveFactor(float l)
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float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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{
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return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
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}
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float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
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{
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float baseLength = getBaseLength(smTexCoord);
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float perspectiveFactor;
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// Return fast if sharp shadows are requested
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if (PCFBOUND == 0.0)
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if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
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return 0.0;
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if (SOFTSHADOWRADIUS <= 1.0) {
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perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
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return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
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}
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vec2 clampedpos;
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float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5);
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float y, x;
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float depth = 0.0;
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float pointDepth;
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float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
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float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
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// A factor from 0 to 1 to reduce blurring of short shadows
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float sharpness_factor = 1.0;
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// conversion factor from shadow depth to blur radius
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float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
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if (depth > 0.0 && f_normal_length > 0.0)
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// 5 is empirical factor that controls how fast shadow loses sharpness
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sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
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depth = 0.0;
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float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND);
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int n = 0;
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float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
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* f_textureresolution / 2.0 / f_shadowfar;
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float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
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for (y = -bound; y <= bound; y += 1.0)
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for (x = -bound; x <= bound; x += 1.0) {
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clampedpos = vec2(x,y);
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perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * maxRadius);
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clampedpos = clampedpos * texture_size * perspectiveFactor * maxRadius * perspectiveFactor + smTexCoord.xy;
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pointDepth = getHardShadowDepth(shadowsampler, clampedpos.xy, realDistance);
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if (pointDepth > -0.01) {
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depth += pointDepth;
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n += 1;
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}
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}
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depth = depth / n;
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depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001;
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perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
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return max(length(smTexCoord.xy) * 2 * 2048 / f_textureresolution / pow(perspectiveFactor, 3), depth * maxRadius);
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return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
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}
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#ifdef POISSON_FILTER
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@ -276,26 +242,23 @@ const vec2[64] poissonDisk = vec2[64](
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vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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{
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vec2 clampedpos;
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vec4 visibility = vec4(0.0);
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float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
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float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
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if (radius < 0.1) {
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// we are in the middle of even brightness, no need for filtering
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return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
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}
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float baseLength = getBaseLength(smTexCoord);
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float perspectiveFactor;
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vec2 clampedpos;
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vec4 visibility = vec4(0.0);
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float scale_factor = radius / f_textureresolution;
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float texture_size = 1.0 / (f_textureresolution * 0.5);
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int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
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int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
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samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
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int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
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int end_offset = int(samples) + init_offset;
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for (int x = init_offset; x < end_offset; x++) {
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clampedpos = poissonDisk[x];
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perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
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clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
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clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
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visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
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}
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@ -306,26 +269,23 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
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float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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{
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vec2 clampedpos;
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float visibility = 0.0;
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float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
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float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
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if (radius < 0.1) {
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// we are in the middle of even brightness, no need for filtering
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return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
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}
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float baseLength = getBaseLength(smTexCoord);
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float perspectiveFactor;
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vec2 clampedpos;
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float visibility = 0.0;
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float scale_factor = radius / f_textureresolution;
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float texture_size = 1.0 / (f_textureresolution * 0.5);
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int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
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int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
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samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
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int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
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int end_offset = int(samples) + init_offset;
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for (int x = init_offset; x < end_offset; x++) {
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clampedpos = poissonDisk[x];
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perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
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clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
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clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
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visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
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}
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@ -341,65 +301,57 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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{
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vec2 clampedpos;
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vec4 visibility = vec4(0.0);
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float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
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float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
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if (radius < 0.1) {
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// we are in the middle of even brightness, no need for filtering
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return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
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}
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float baseLength = getBaseLength(smTexCoord);
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float perspectiveFactor;
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float texture_size = 1.0 / (f_textureresolution * 0.5);
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float y, x;
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float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
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int n = 0;
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vec2 clampedpos;
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vec4 visibility = vec4(0.0);
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float x, y;
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float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
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bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
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float scale_factor = radius / bound / f_textureresolution;
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float n = 0.0;
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// basic PCF filter
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for (y = -bound; y <= bound; y += 1.0)
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for (x = -bound; x <= bound; x += 1.0) {
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clampedpos = vec2(x,y); // screen offset
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perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
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clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
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clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
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visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
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n += 1;
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n += 1.0;
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}
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return visibility / n;
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return visibility / max(n, 1.0);
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}
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#else
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float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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{
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vec2 clampedpos;
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float visibility = 0.0;
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float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
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float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
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if (radius < 0.1) {
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// we are in the middle of even brightness, no need for filtering
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return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
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}
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float baseLength = getBaseLength(smTexCoord);
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float perspectiveFactor;
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float texture_size = 1.0 / (f_textureresolution * 0.5);
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float y, x;
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float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
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int n = 0;
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vec2 clampedpos;
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float visibility = 0.0;
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float x, y;
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float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
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bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
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float scale_factor = radius / bound / f_textureresolution;
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float n = 0.0;
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// basic PCF filter
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for (y = -bound; y <= bound; y += 1.0)
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for (x = -bound; x <= bound; x += 1.0) {
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clampedpos = vec2(x,y); // screen offset
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perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
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clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
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clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
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visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
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n += 1;
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n += 1.0;
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}
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return visibility / n;
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return visibility / max(n, 1.0);
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}
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#endif
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@ -39,6 +39,7 @@ centroid varying vec2 varTexCoord;
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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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varying float perspective_factor;
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#endif
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@ -253,6 +254,7 @@ void main(void)
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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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perspective_factor = pFactor;
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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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@ -1,6 +1,5 @@
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uniform sampler2D baseTexture;
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uniform vec4 emissiveColor;
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uniform vec3 dayLight;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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@ -26,6 +25,7 @@ uniform float animationTimer;
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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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varying float perspective_factor;
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#endif
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@ -119,23 +119,16 @@ float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
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#if SHADOW_FILTER == 2
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#define PCFBOUND 3.5
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#define PCFSAMPLES 64.0
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#define PCFBOUND 2.0 // 5x5
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#define PCFSAMPLES 25
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#elif SHADOW_FILTER == 1
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#define PCFBOUND 1.5
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#if defined(POISSON_FILTER)
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#define PCFSAMPLES 32.0
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#else
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#define PCFSAMPLES 16.0
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#endif
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#define PCFBOUND 1.0 // 3x3
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#define PCFSAMPLES 9
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#else
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#define PCFBOUND 0.0
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#if defined(POISSON_FILTER)
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#define PCFSAMPLES 4.0
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#else
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#define PCFSAMPLES 1.0
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#endif
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#define PCFSAMPLES 1
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#endif
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#ifdef COLORED_SHADOWS
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float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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{
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@ -152,59 +145,31 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
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}
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#endif
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float getBaseLength(vec2 smTexCoord)
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{
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float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy); // length in texture coords
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return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
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}
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#define BASEFILTERRADIUS 1.0
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float getDeltaPerspectiveFactor(float l)
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float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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{
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return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
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}
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float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
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{
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float baseLength = getBaseLength(smTexCoord);
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float perspectiveFactor;
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// Return fast if sharp shadows are requested
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if (PCFBOUND == 0.0)
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if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
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return 0.0;
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if (SOFTSHADOWRADIUS <= 1.0) {
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perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
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return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
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}
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vec2 clampedpos;
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float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5);
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float y, x;
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float depth = 0.0;
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float pointDepth;
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float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
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float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
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// A factor from 0 to 1 to reduce blurring of short shadows
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float sharpness_factor = 1.0;
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// conversion factor from shadow depth to blur radius
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float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
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if (depth > 0.0 && f_normal_length > 0.0)
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// 5 is empirical factor that controls how fast shadow loses sharpness
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sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
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depth = 0.0;
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float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND);
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int n = 0;
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float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
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* f_textureresolution / 2.0 / f_shadowfar;
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float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
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||||
for (y = -bound; y <= bound; y += 1.0)
|
||||
for (x = -bound; x <= bound; x += 1.0) {
|
||||
clampedpos = vec2(x,y);
|
||||
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * maxRadius);
|
||||
clampedpos = clampedpos * texture_size * perspectiveFactor * maxRadius * perspectiveFactor + smTexCoord.xy;
|
||||
|
||||
pointDepth = getHardShadowDepth(shadowsampler, clampedpos.xy, realDistance);
|
||||
if (pointDepth > -0.01) {
|
||||
depth += pointDepth;
|
||||
n += 1;
|
||||
}
|
||||
}
|
||||
|
||||
depth = depth / n;
|
||||
depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001;
|
||||
|
||||
perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
|
||||
return max(length(smTexCoord.xy) * 2 * 2048 / f_textureresolution / pow(perspectiveFactor, 3), depth * maxRadius);
|
||||
return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
|
||||
}
|
||||
|
||||
#ifdef POISSON_FILTER
|
||||
@ -279,26 +244,23 @@ const vec2[64] poissonDisk = vec2[64](
|
||||
|
||||
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec2 clampedpos;
|
||||
vec4 visibility = vec4(0.0);
|
||||
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
|
||||
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
|
||||
if (radius < 0.1) {
|
||||
// we are in the middle of even brightness, no need for filtering
|
||||
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
|
||||
}
|
||||
|
||||
float baseLength = getBaseLength(smTexCoord);
|
||||
float perspectiveFactor;
|
||||
vec2 clampedpos;
|
||||
vec4 visibility = vec4(0.0);
|
||||
float scale_factor = radius / f_textureresolution;
|
||||
|
||||
float texture_size = 1.0 / (f_textureresolution * 0.5);
|
||||
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
|
||||
int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
|
||||
samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
|
||||
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
|
||||
int end_offset = int(samples) + init_offset;
|
||||
|
||||
for (int x = init_offset; x < end_offset; x++) {
|
||||
clampedpos = poissonDisk[x];
|
||||
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
|
||||
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
|
||||
clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
|
||||
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
|
||||
}
|
||||
|
||||
@ -309,26 +271,23 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
|
||||
|
||||
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec2 clampedpos;
|
||||
float visibility = 0.0;
|
||||
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
|
||||
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
|
||||
if (radius < 0.1) {
|
||||
// we are in the middle of even brightness, no need for filtering
|
||||
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
|
||||
}
|
||||
|
||||
float baseLength = getBaseLength(smTexCoord);
|
||||
float perspectiveFactor;
|
||||
vec2 clampedpos;
|
||||
float visibility = 0.0;
|
||||
float scale_factor = radius / f_textureresolution;
|
||||
|
||||
float texture_size = 1.0 / (f_textureresolution * 0.5);
|
||||
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
|
||||
int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
|
||||
samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
|
||||
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
|
||||
int end_offset = int(samples) + init_offset;
|
||||
|
||||
for (int x = init_offset; x < end_offset; x++) {
|
||||
clampedpos = poissonDisk[x];
|
||||
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
|
||||
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
|
||||
clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
|
||||
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
|
||||
}
|
||||
|
||||
@ -344,65 +303,57 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
|
||||
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec2 clampedpos;
|
||||
vec4 visibility = vec4(0.0);
|
||||
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
|
||||
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
|
||||
if (radius < 0.1) {
|
||||
// we are in the middle of even brightness, no need for filtering
|
||||
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
|
||||
}
|
||||
|
||||
float baseLength = getBaseLength(smTexCoord);
|
||||
float perspectiveFactor;
|
||||
|
||||
float texture_size = 1.0 / (f_textureresolution * 0.5);
|
||||
float y, x;
|
||||
float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
|
||||
int n = 0;
|
||||
vec2 clampedpos;
|
||||
vec4 visibility = vec4(0.0);
|
||||
float x, y;
|
||||
float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
|
||||
bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
|
||||
float scale_factor = radius / bound / f_textureresolution;
|
||||
float n = 0.0;
|
||||
|
||||
// basic PCF filter
|
||||
for (y = -bound; y <= bound; y += 1.0)
|
||||
for (x = -bound; x <= bound; x += 1.0) {
|
||||
clampedpos = vec2(x,y); // screen offset
|
||||
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
|
||||
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
|
||||
clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
|
||||
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
|
||||
n += 1;
|
||||
n += 1.0;
|
||||
}
|
||||
|
||||
return visibility / n;
|
||||
return visibility / max(n, 1.0);
|
||||
}
|
||||
|
||||
#else
|
||||
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec2 clampedpos;
|
||||
float visibility = 0.0;
|
||||
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
|
||||
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
|
||||
if (radius < 0.1) {
|
||||
// we are in the middle of even brightness, no need for filtering
|
||||
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
|
||||
}
|
||||
|
||||
float baseLength = getBaseLength(smTexCoord);
|
||||
float perspectiveFactor;
|
||||
|
||||
float texture_size = 1.0 / (f_textureresolution * 0.5);
|
||||
float y, x;
|
||||
float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
|
||||
int n = 0;
|
||||
vec2 clampedpos;
|
||||
float visibility = 0.0;
|
||||
float x, y;
|
||||
float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
|
||||
bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
|
||||
float scale_factor = radius / bound / f_textureresolution;
|
||||
float n = 0.0;
|
||||
|
||||
// basic PCF filter
|
||||
for (y = -bound; y <= bound; y += 1.0)
|
||||
for (x = -bound; x <= bound; x += 1.0) {
|
||||
clampedpos = vec2(x,y); // screen offset
|
||||
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
|
||||
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
|
||||
clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
|
||||
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
|
||||
n += 1;
|
||||
n += 1.0;
|
||||
}
|
||||
|
||||
return visibility / n;
|
||||
return visibility / max(n, 1.0);
|
||||
}
|
||||
|
||||
#endif
|
||||
@ -489,7 +440,6 @@ void main(void)
|
||||
shadow_color = visibility.gba;
|
||||
#else
|
||||
if (cosLight > 0.0 || f_normal_length < 1e-3)
|
||||
if (cosLight > 0.0)
|
||||
shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
|
||||
else
|
||||
shadow_int = 1.0;
|
||||
@ -540,6 +490,6 @@ void main(void)
|
||||
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, clarity);
|
||||
col = vec4(col.rgb, base.a);
|
||||
|
||||
|
||||
gl_FragColor = col;
|
||||
}
|
||||
|
@ -30,6 +30,7 @@ centroid varying vec2 varTexCoord;
|
||||
varying float adj_shadow_strength;
|
||||
varying float f_normal_length;
|
||||
varying vec3 shadow_position;
|
||||
varying float perspective_factor;
|
||||
#endif
|
||||
|
||||
varying vec3 eyeVec;
|
||||
@ -162,6 +163,7 @@ void main(void)
|
||||
|
||||
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
|
||||
shadow_position.z -= z_bias;
|
||||
perspective_factor = pFactor;
|
||||
|
||||
if (f_timeofday < 0.2) {
|
||||
adj_shadow_strength = f_shadow_strength * 0.5 *
|
||||
|
@ -489,6 +489,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
// Do not enable filter on shadow texture to avoid visual artifacts
|
||||
// with colored shadows.
|
||||
// Filtering is done in shader code anyway
|
||||
layer.BilinearFilter = false;
|
||||
layer.AnisotropicFilter = false;
|
||||
layer.TrilinearFilter = false;
|
||||
}
|
||||
driver->setMaterial(material);
|
||||
|
@ -771,6 +771,8 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
|
||||
shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n";
|
||||
}
|
||||
|
||||
shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
|
||||
|
||||
std::string common_header = shaders_header.str();
|
||||
|
||||
std::string vertex_shader = m_sourcecache.getOrLoad(name, "opengl_vertex.glsl");
|
||||
|
@ -670,6 +670,7 @@ std::string ShadowRenderer::readShaderFile(const std::string &path)
|
||||
std::string prefix;
|
||||
if (m_shadow_map_colored)
|
||||
prefix.append("#define COLORED_SHADOWS 1\n");
|
||||
prefix.append("#line 0\n");
|
||||
|
||||
std::string content;
|
||||
fs::ReadFile(path, content);
|
||||
|
@ -274,7 +274,7 @@ void set_default_settings()
|
||||
settings->setDefault("shadow_filters", "1");
|
||||
settings->setDefault("shadow_poisson_filter", "true");
|
||||
settings->setDefault("shadow_update_frames", "8");
|
||||
settings->setDefault("shadow_soft_radius", "1.0");
|
||||
settings->setDefault("shadow_soft_radius", "5.0");
|
||||
settings->setDefault("shadow_sky_body_orbit_tilt", "0.0");
|
||||
|
||||
// Input
|
||||
|
Loading…
Reference in New Issue
Block a user