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Implement shadow offsets for the new SM distortion function (#12191)
* Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
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9 changed files with 184 additions and 122 deletions
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@ -24,10 +24,12 @@ centroid varying vec2 varTexCoord;
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uniform float f_shadowfar;
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uniform float f_shadow_strength;
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uniform float f_timeofday;
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uniform vec4 CameraPos;
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varying float cosLight;
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varying float normalOffsetScale;
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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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#endif
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varying vec3 eyeVec;
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@ -39,8 +41,36 @@ const float e = 2.718281828459;
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const float BS = 10.0;
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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vec4 getRelativePosition(in vec4 position)
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{
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vec2 l = position.xy - CameraPos.xy;
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vec2 s = l / abs(l);
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s = (1.0 - s * CameraPos.xy);
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l /= s;
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return vec4(l, s);
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}
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float getPerspectiveFactor(in vec4 relativePosition)
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{
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float pDistance = length(relativePosition.xy);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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return pFactor;
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}
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vec4 applyPerspectiveDistortion(in vec4 position)
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{
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vec4 l = getRelativePosition(position);
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float pFactor = getPerspectiveFactor(l);
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l.xy /= pFactor;
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position.xy = l.xy * l.zw + CameraPos.xy;
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position.z *= zPerspectiveBias;
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return position;
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}
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// custom smoothstep implementation because it's not defined in glsl1.2
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// https://docs.gl/sl4/smoothstep
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float mtsmoothstep(in float edge0, in float edge1, in float x)
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@ -107,20 +137,31 @@ void main(void)
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#ifdef ENABLE_DYNAMIC_SHADOWS
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if (f_shadow_strength > 0.0) {
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vec3 nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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f_normal_length = length(vNormal);
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// Calculate normal offset scale based on the texel size adjusted for
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// curvature of the SM texture. This code must be change together with
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// getPerspectiveFactor or any light-space transformation.
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vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
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// Distance from the vertex to the player
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float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
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// perspective factor estimation according to the
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float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
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float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
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(f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
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float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
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normalOffsetScale = texelSize * slopeScale;
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/* normalOffsetScale is in world coordinates (1/10th of a meter)
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z_bias is in light space coordinates */
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float normalOffsetScale, z_bias;
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float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
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if (f_normal_length > 0.0) {
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nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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xyPerspectiveBias1 / f_textureresolution;
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z_bias = 1e3 * sinLight / cosLight * (0.5 + f_textureresolution / 1024.0);
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}
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else {
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nNormal = vec3(0.0);
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cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.0;
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z_bias = 3.6e3 * sinLight / cosLight;
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}
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z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
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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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if (f_timeofday < 0.2) {
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adj_shadow_strength = f_shadow_strength * 0.5 *
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@ -133,7 +174,6 @@ void main(void)
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mtsmoothstep(0.20, 0.25, f_timeofday) *
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(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
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}
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f_normal_length = length(vNormal);
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}
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#endif
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}
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