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Improve self-shadowing based on light/normal angle
Add compatibility with colored shadows.
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@ -514,8 +514,12 @@ void main(void)
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// Power ratio was measured on torches in MTG (brightness = 14).
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float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
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if (f_normal_length != 0 && cosLight < 0.035) {
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shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, 0.035)/0.035);
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// Apply self-shadowing when light falls at a narrow angle to the surface
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// Cosine of the cut-off angle.
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const float self_shadow_cutoff_cosine = 0.035;
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if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
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shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
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shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
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}
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shadow_int *= f_adj_shadow_strength;
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@ -507,8 +507,12 @@ void main(void)
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// Power ratio was measured on torches in MTG (brightness = 14).
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float adjusted_night_ratio = pow(nightRatio, 0.6);
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if (f_normal_length != 0 && cosLight < 0.035) {
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shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, 0.035)/0.035);
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// cosine of the normal-to-light angle when
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// we start to apply self-shadowing
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const float self_shadow_cutoff_cosine = 0.14;
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if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
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shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
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shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
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}
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shadow_int *= f_adj_shadow_strength;
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