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Improvements to colored shadows (#11516)

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x2048 2021-10-01 16:21:53 +02:00 committed by GitHub
parent 21113ad410
commit 982e03f60d
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 29 additions and 5 deletions

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@ -2,6 +2,8 @@ uniform sampler2D ColorMapSampler;
varying vec4 tPos;
#ifdef COLORED_SHADOWS
varying vec3 varColor;
// c_precision of 128 fits within 7 base-10 digits
const float c_precision = 128.0;
const float c_precisionp1 = c_precision + 1.0;
@ -30,7 +32,10 @@ void main()
//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
#ifdef COLORED_SHADOWS
float packedColor = packColor(mix(col.rgb, black, col.a));
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)));
gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
#else
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);

View file

@ -1,5 +1,8 @@
uniform mat4 LightMVP; // world matrix
varying vec4 tPos;
#ifdef COLORED_SHADOWS
varying vec3 varColor;
#endif
const float bias0 = 0.9;
const float zPersFactor = 0.5;
@ -23,4 +26,8 @@ void main()
gl_Position = vec4(tPos.xyz, 1.0);
gl_TexCoord[0].st = gl_MultiTexCoord0.st;
#ifdef COLORED_SHADOWS
varColor = gl_Color.rgb;
#endif
}