mirror of
https://github.com/luanti-org/luanti.git
synced 2025-08-01 17:38:41 +00:00
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
This commit is contained in:
parent
9aabd911eb
commit
a5d29fa1d4
9 changed files with 184 additions and 122 deletions
|
@ -6,24 +6,37 @@ uniform float xyPerspectiveBias0;
|
|||
uniform float xyPerspectiveBias1;
|
||||
uniform float zPerspectiveBias;
|
||||
|
||||
vec4 getPerspectiveFactor(in vec4 shadowPosition)
|
||||
vec4 getRelativePosition(in vec4 position)
|
||||
{
|
||||
vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
|
||||
vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
|
||||
float pDistance = length(l);
|
||||
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
|
||||
l /= pFactor;
|
||||
shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
|
||||
shadowPosition.z *= zPerspectiveBias;
|
||||
return shadowPosition;
|
||||
vec2 l = position.xy - CameraPos.xy;
|
||||
vec2 s = l / abs(l);
|
||||
s = (1.0 - s * CameraPos.xy);
|
||||
l /= s;
|
||||
return vec4(l, s);
|
||||
}
|
||||
|
||||
float getPerspectiveFactor(in vec4 relativePosition)
|
||||
{
|
||||
float pDistance = length(relativePosition.xy);
|
||||
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
|
||||
return pFactor;
|
||||
}
|
||||
|
||||
vec4 applyPerspectiveDistortion(in vec4 position)
|
||||
{
|
||||
vec4 l = getRelativePosition(position);
|
||||
float pFactor = getPerspectiveFactor(l);
|
||||
l.xy /= pFactor;
|
||||
position.xy = l.xy * l.zw + CameraPos.xy;
|
||||
position.z *= zPerspectiveBias;
|
||||
return position;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pos = LightMVP * gl_Vertex;
|
||||
|
||||
tPos = getPerspectiveFactor(pos);
|
||||
tPos = applyPerspectiveDistortion(pos);
|
||||
|
||||
gl_Position = vec4(tPos.xyz, 1.0);
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue