mirror of
https://github.com/minetest/minetest.git
synced 2024-08-20 13:34:17 +02:00
452 lines
14 KiB
GLSL
452 lines
14 KiB
GLSL
uniform sampler2D baseTexture;
|
|
|
|
uniform vec3 dayLight;
|
|
uniform lowp vec4 fogColor;
|
|
uniform float fogDistance;
|
|
uniform float fogShadingParameter;
|
|
|
|
// The cameraOffset is the current center of the visible world.
|
|
uniform highp vec3 cameraOffset;
|
|
uniform float animationTimer;
|
|
#ifdef ENABLE_DYNAMIC_SHADOWS
|
|
// shadow texture
|
|
uniform sampler2D ShadowMapSampler;
|
|
// shadow uniforms
|
|
uniform vec3 v_LightDirection;
|
|
uniform float f_textureresolution;
|
|
uniform mat4 m_ShadowViewProj;
|
|
uniform float f_shadowfar;
|
|
uniform float f_shadow_strength;
|
|
uniform vec4 CameraPos;
|
|
uniform float xyPerspectiveBias0;
|
|
uniform float xyPerspectiveBias1;
|
|
|
|
varying float adj_shadow_strength;
|
|
varying float cosLight;
|
|
varying float f_normal_length;
|
|
varying vec3 shadow_position;
|
|
varying float perspective_factor;
|
|
#endif
|
|
|
|
|
|
varying vec3 vNormal;
|
|
varying vec3 vPosition;
|
|
// World position in the visible world (i.e. relative to the cameraOffset.)
|
|
// This can be used for many shader effects without loss of precision.
|
|
// If the absolute position is required it can be calculated with
|
|
// cameraOffset + worldPosition (for large coordinates the limits of float
|
|
// precision must be considered).
|
|
varying vec3 worldPosition;
|
|
varying lowp vec4 varColor;
|
|
#ifdef GL_ES
|
|
varying mediump vec2 varTexCoord;
|
|
#else
|
|
centroid varying vec2 varTexCoord;
|
|
#endif
|
|
varying highp vec3 eyeVec;
|
|
varying float nightRatio;
|
|
|
|
#ifdef ENABLE_DYNAMIC_SHADOWS
|
|
|
|
// assuming near is always 1.0
|
|
float getLinearDepth()
|
|
{
|
|
return 2.0 * f_shadowfar / (f_shadowfar + 1.0 - (2.0 * gl_FragCoord.z - 1.0) * (f_shadowfar - 1.0));
|
|
}
|
|
|
|
vec3 getLightSpacePosition()
|
|
{
|
|
return shadow_position * 0.5 + 0.5;
|
|
}
|
|
// custom smoothstep implementation because it's not defined in glsl1.2
|
|
// https://docs.gl/sl4/smoothstep
|
|
float mtsmoothstep(in float edge0, in float edge1, in float x)
|
|
{
|
|
float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
|
|
return t * t * (3.0 - 2.0 * t);
|
|
}
|
|
|
|
#ifdef COLORED_SHADOWS
|
|
|
|
// c_precision of 128 fits within 7 base-10 digits
|
|
const float c_precision = 128.0;
|
|
const float c_precisionp1 = c_precision + 1.0;
|
|
|
|
float packColor(vec3 color)
|
|
{
|
|
return floor(color.b * c_precision + 0.5)
|
|
+ floor(color.g * c_precision + 0.5) * c_precisionp1
|
|
+ floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
|
|
}
|
|
|
|
vec3 unpackColor(float value)
|
|
{
|
|
vec3 color;
|
|
color.b = mod(value, c_precisionp1) / c_precision;
|
|
color.g = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
|
|
color.r = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
|
|
return color;
|
|
}
|
|
|
|
vec4 getHardShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
|
{
|
|
vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy).rgba;
|
|
|
|
float visibility = step(0.0, realDistance - texDepth.r);
|
|
vec4 result = vec4(visibility, vec3(0.0,0.0,0.0));//unpackColor(texDepth.g));
|
|
if (visibility < 0.1) {
|
|
visibility = step(0.0, realDistance - texDepth.b);
|
|
result = vec4(visibility, unpackColor(texDepth.a));
|
|
}
|
|
return result;
|
|
}
|
|
|
|
#else
|
|
|
|
float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
|
{
|
|
float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
|
|
float visibility = step(0.0, realDistance - texDepth);
|
|
return visibility;
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
#if SHADOW_FILTER == 2
|
|
#define PCFBOUND 2.0 // 5x5
|
|
#define PCFSAMPLES 25
|
|
#elif SHADOW_FILTER == 1
|
|
#define PCFBOUND 1.0 // 3x3
|
|
#define PCFSAMPLES 9
|
|
#else
|
|
#define PCFBOUND 0.0
|
|
#define PCFSAMPLES 1
|
|
#endif
|
|
|
|
#ifdef COLORED_SHADOWS
|
|
float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
|
{
|
|
vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy);
|
|
float depth = max(realDistance - texDepth.r, realDistance - texDepth.b);
|
|
return depth;
|
|
}
|
|
#else
|
|
float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
|
{
|
|
float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
|
|
float depth = realDistance - texDepth;
|
|
return depth;
|
|
}
|
|
#endif
|
|
|
|
#define BASEFILTERRADIUS 1.0
|
|
|
|
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
|
{
|
|
// Return fast if sharp shadows are requested
|
|
if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
|
|
return 0.0;
|
|
|
|
vec2 clampedpos;
|
|
float y, x;
|
|
float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
|
|
// A factor from 0 to 1 to reduce blurring of short shadows
|
|
float sharpness_factor = 1.0;
|
|
// conversion factor from shadow depth to blur radius
|
|
float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
|
|
if (depth > 0.0 && f_normal_length > 0.0)
|
|
// 5 is empirical factor that controls how fast shadow loses sharpness
|
|
sharpness_factor = clamp(5.0 * depth * depth_to_blur, 0.0, 1.0);
|
|
depth = 0.0;
|
|
|
|
float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
|
|
* f_textureresolution / 2.0 / f_shadowfar;
|
|
float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
|
|
|
|
return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
|
|
}
|
|
|
|
#ifdef POISSON_FILTER
|
|
const vec2[64] poissonDisk = vec2[64](
|
|
vec2(0.170019, -0.040254),
|
|
vec2(-0.299417, 0.791925),
|
|
vec2(0.645680, 0.493210),
|
|
vec2(-0.651784, 0.717887),
|
|
vec2(0.421003, 0.027070),
|
|
vec2(-0.817194, -0.271096),
|
|
vec2(-0.705374, -0.668203),
|
|
vec2(0.977050, -0.108615),
|
|
vec2(0.063326, 0.142369),
|
|
vec2(0.203528, 0.214331),
|
|
vec2(-0.667531, 0.326090),
|
|
vec2(-0.098422, -0.295755),
|
|
vec2(-0.885922, 0.215369),
|
|
vec2(0.566637, 0.605213),
|
|
vec2(0.039766, -0.396100),
|
|
vec2(0.751946, 0.453352),
|
|
vec2(0.078707, -0.715323),
|
|
vec2(-0.075838, -0.529344),
|
|
vec2(0.724479, -0.580798),
|
|
vec2(0.222999, -0.215125),
|
|
vec2(-0.467574, -0.405438),
|
|
vec2(-0.248268, -0.814753),
|
|
vec2(0.354411, -0.887570),
|
|
vec2(0.175817, 0.382366),
|
|
vec2(0.487472, -0.063082),
|
|
vec2(0.355476, 0.025357),
|
|
vec2(-0.084078, 0.898312),
|
|
vec2(0.488876, -0.783441),
|
|
vec2(0.470016, 0.217933),
|
|
vec2(-0.696890, -0.549791),
|
|
vec2(-0.149693, 0.605762),
|
|
vec2(0.034211, 0.979980),
|
|
vec2(0.503098, -0.308878),
|
|
vec2(-0.016205, -0.872921),
|
|
vec2(0.385784, -0.393902),
|
|
vec2(-0.146886, -0.859249),
|
|
vec2(0.643361, 0.164098),
|
|
vec2(0.634388, -0.049471),
|
|
vec2(-0.688894, 0.007843),
|
|
vec2(0.464034, -0.188818),
|
|
vec2(-0.440840, 0.137486),
|
|
vec2(0.364483, 0.511704),
|
|
vec2(0.034028, 0.325968),
|
|
vec2(0.099094, -0.308023),
|
|
vec2(0.693960, -0.366253),
|
|
vec2(0.678884, -0.204688),
|
|
vec2(0.001801, 0.780328),
|
|
vec2(0.145177, -0.898984),
|
|
vec2(0.062655, -0.611866),
|
|
vec2(0.315226, -0.604297),
|
|
vec2(-0.780145, 0.486251),
|
|
vec2(-0.371868, 0.882138),
|
|
vec2(0.200476, 0.494430),
|
|
vec2(-0.494552, -0.711051),
|
|
vec2(0.612476, 0.705252),
|
|
vec2(-0.578845, -0.768792),
|
|
vec2(-0.772454, -0.090976),
|
|
vec2(0.504440, 0.372295),
|
|
vec2(0.155736, 0.065157),
|
|
vec2(0.391522, 0.849605),
|
|
vec2(-0.620106, -0.328104),
|
|
vec2(0.789239, -0.419965),
|
|
vec2(-0.545396, 0.538133),
|
|
vec2(-0.178564, -0.596057)
|
|
);
|
|
|
|
#ifdef COLORED_SHADOWS
|
|
|
|
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
|
{
|
|
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);
|
|
}
|
|
|
|
vec2 clampedpos;
|
|
vec4 visibility = vec4(0.0);
|
|
float scale_factor = radius / f_textureresolution;
|
|
|
|
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] * scale_factor + smTexCoord.xy;
|
|
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
|
|
}
|
|
|
|
return visibility / samples;
|
|
}
|
|
|
|
#else
|
|
|
|
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
|
{
|
|
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);
|
|
}
|
|
|
|
vec2 clampedpos;
|
|
float visibility = 0.0;
|
|
float scale_factor = radius / f_textureresolution;
|
|
|
|
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] * scale_factor + smTexCoord.xy;
|
|
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
|
|
}
|
|
|
|
return visibility / samples;
|
|
}
|
|
|
|
#endif
|
|
|
|
#else
|
|
/* poisson filter disabled */
|
|
|
|
#ifdef COLORED_SHADOWS
|
|
|
|
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
|
{
|
|
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);
|
|
}
|
|
|
|
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) * scale_factor + smTexCoord.xy;
|
|
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
|
|
n += 1.0;
|
|
}
|
|
|
|
return visibility / max(n, 1.0);
|
|
}
|
|
|
|
#else
|
|
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
|
{
|
|
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);
|
|
}
|
|
|
|
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) * scale_factor + smTexCoord.xy;
|
|
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
|
|
n += 1.0;
|
|
}
|
|
|
|
return visibility / max(n, 1.0);
|
|
}
|
|
|
|
#endif
|
|
|
|
#endif
|
|
#endif
|
|
|
|
void main(void)
|
|
{
|
|
vec3 color;
|
|
vec2 uv = varTexCoord.st;
|
|
|
|
vec4 base = texture2D(baseTexture, uv).rgba;
|
|
// If alpha is zero, we can just discard the pixel. This fixes transparency
|
|
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
|
|
// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
|
|
#ifdef USE_DISCARD
|
|
if (base.a == 0.0)
|
|
discard;
|
|
#endif
|
|
#ifdef USE_DISCARD_REF
|
|
if (base.a < 0.5)
|
|
discard;
|
|
#endif
|
|
|
|
color = base.rgb;
|
|
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
|
|
|
|
#ifdef ENABLE_DYNAMIC_SHADOWS
|
|
if (f_shadow_strength > 0.0) {
|
|
float shadow_int = 0.0;
|
|
vec3 shadow_color = vec3(0.0, 0.0, 0.0);
|
|
vec3 posLightSpace = getLightSpacePosition();
|
|
|
|
float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
|
|
if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
|
|
distance_rate = 0.0;
|
|
float f_adj_shadow_strength = max(adj_shadow_strength - mtsmoothstep(0.9, 1.1, posLightSpace.z),0.0);
|
|
|
|
if (distance_rate > 1e-7) {
|
|
|
|
#ifdef COLORED_SHADOWS
|
|
vec4 visibility;
|
|
if (cosLight > 0.0 || f_normal_length < 1e-3)
|
|
visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
|
|
else
|
|
visibility = vec4(1.0, 0.0, 0.0, 0.0);
|
|
shadow_int = visibility.r;
|
|
shadow_color = visibility.gba;
|
|
#else
|
|
if (cosLight > 0.0 || f_normal_length < 1e-3)
|
|
shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
|
|
else
|
|
shadow_int = 1.0;
|
|
#endif
|
|
shadow_int *= distance_rate;
|
|
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(max(0.0, nightRatio), 0.6);
|
|
|
|
// Apply self-shadowing when light falls at a narrow angle to the surface
|
|
// Cosine of the cut-off angle.
|
|
const float self_shadow_cutoff_cosine = 0.035;
|
|
if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
|
|
shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
|
|
shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
|
|
}
|
|
|
|
shadow_int *= f_adj_shadow_strength;
|
|
|
|
// 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
|
|
}
|
|
#endif
|
|
|
|
// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
|
|
// the fog will only be rendered correctly if the last operation before the
|
|
// clamp() is an addition. Else, the clamp() seems to be ignored.
|
|
// E.g. the following won't work:
|
|
// float clarity = clamp(fogShadingParameter
|
|
// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
|
|
// As additions usually come for free following a multiplication, the new formula
|
|
// should be more efficient as well.
|
|
// Note: clarity = (1 - fogginess)
|
|
float clarity = clamp(fogShadingParameter
|
|
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
|
|
col = mix(fogColor, col, clarity);
|
|
col = vec4(col.rgb, base.a);
|
|
|
|
gl_FragData[0] = col;
|
|
}
|