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Shadow mapping render pass (#11244)

Co-authored-by: x2048 <codeforsmile@gmail.com>
This commit is contained in:
Liso 2021-06-06 18:51:21 +02:00 committed by GitHub
parent 46f42e15c4
commit c47313db65
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GPG key ID: 4AEE18F83AFDEB23
35 changed files with 2624 additions and 38 deletions

View file

@ -7,7 +7,22 @@ uniform vec3 eyePosition;
// The cameraOffset is the current center of the visible world.
uniform 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;
varying float normalOffsetScale;
varying float adj_shadow_strength;
varying float cosLight;
varying float f_normal_length;
#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.
@ -22,10 +37,388 @@ varying mediump vec2 varTexCoord;
centroid varying vec2 varTexCoord;
#endif
varying vec3 eyeVec;
varying float nightRatio;
const float fogStart = FOG_START;
const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
#ifdef ENABLE_DYNAMIC_SHADOWS
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
return shadowPosition;
}
// 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()
{
vec4 pLightSpace;
// some drawtypes have zero normals, so we need to handle it :(
#if DRAW_TYPE == NDT_PLANTLIKE
pLightSpace = m_ShadowViewProj * vec4(worldPosition, 1.0);
#else
float offsetScale = (0.0057 * getLinearDepth() + normalOffsetScale);
pLightSpace = m_ShadowViewProj * vec4(worldPosition + offsetScale * normalize(vNormal), 1.0);
#endif
pLightSpace = getPerspectiveFactor(pLightSpace);
return pLightSpace.xyz * 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 3.5
#define PCFSAMPLES 64.0
#elif SHADOW_FILTER == 1
#define PCFBOUND 1.5
#if defined(POISSON_FILTER)
#define PCFSAMPLES 32.0
#else
#define PCFSAMPLES 16.0
#endif
#else
#define PCFBOUND 0.0
#if defined(POISSON_FILTER)
#define PCFSAMPLES 4.0
#else
#define PCFSAMPLES 1.0
#endif
#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
float getBaseLength(vec2 smTexCoord)
{
float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
return bias1 / (1.0 / l - bias0); // return to undistorted coords
}
float getDeltaPerspectiveFactor(float l)
{
return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
{
// Return fast if sharp shadows are requested
if (SOFTSHADOWRADIUS <= 1.0)
return SOFTSHADOWRADIUS;
vec2 clampedpos;
float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5);
float y, x;
float depth = 0.0;
float pointDepth;
float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
int n = 0;
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
clampedpos = vec2(x,y);
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * maxRadius);
clampedpos = clampedpos * texture_size * perspectiveFactor * maxRadius * perspectiveFactor + smTexCoord.xy;
pointDepth = getHardShadowDepth(shadowsampler, clampedpos.xy, realDistance);
if (pointDepth > -0.01) {
depth += pointDepth;
n += 1;
}
}
depth = depth / n;
depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001;
return max(0.5, depth * maxRadius);
}
#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)
{
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
float texture_size = 1.0 / (f_textureresolution * 0.5);
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), 1, PCFSAMPLES));
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];
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
}
return visibility / samples;
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
float visibility = 0.0;
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
float texture_size = 1.0 / (f_textureresolution * 0.5);
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), 1, PCFSAMPLES));
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];
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + 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)
{
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
}
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
float texture_size = 1.0 / (f_textureresolution * 0.5);
float y, x;
float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
int n = 0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
clampedpos = vec2(x,y); // screen offset
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
n += 1;
}
return visibility / n;
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
float visibility = 0.0;
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
if (radius < 0.1) {
// we are in the middle of even brightness, no need for filtering
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
}
float baseLength = getBaseLength(smTexCoord);
float perspectiveFactor;
float texture_size = 1.0 / (f_textureresolution * 0.5);
float y, x;
float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
int n = 0;
// basic PCF filter
for (y = -bound; y <= bound; y += 1.0)
for (x = -bound; x <= bound; x += 1.0) {
clampedpos = vec2(x,y); // screen offset
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
n += 1;
}
return visibility / n;
}
#endif
#endif
#endif
#if ENABLE_TONE_MAPPING
/* Hable's UC2 Tone mapping parameters
@ -58,6 +451,8 @@ vec4 applyToneMapping(vec4 color)
}
#endif
void main(void)
{
vec3 color;
@ -74,9 +469,41 @@ void main(void)
#endif
color = base.rgb;
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
#ifdef ENABLE_DYNAMIC_SHADOWS
float shadow_int = 0.0;
vec3 shadow_color = vec3(0.0, 0.0, 0.0);
vec3 posLightSpace = getLightSpacePosition();
float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
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 = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
shadow_int = visibility.r;
shadow_color = visibility.gba;
#else
shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
#endif
shadow_int *= distance_rate;
shadow_int *= 1.0 - nightRatio;
}
if (f_normal_length != 0 && cosLight < 0.0) {
shadow_int = clamp(1.0-nightRatio, 0.0, 1.0);
}
shadow_int = 1.0 - (shadow_int * f_adj_shadow_strength);
col.rgb = mix(shadow_color,col.rgb,shadow_int)*shadow_int;
// col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r;
#endif
#if ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif
@ -94,6 +521,6 @@ void main(void)
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col = mix(skyBgColor, col, clarity);
col = vec4(col.rgb, base.a);
gl_FragColor = col;
}

View file

@ -1,5 +1,4 @@
uniform mat4 mWorld;
// Color of the light emitted by the sun.
uniform vec3 dayLight;
uniform vec3 eyePosition;
@ -8,6 +7,7 @@ uniform vec3 eyePosition;
uniform vec3 cameraOffset;
uniform float animationTimer;
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.
@ -24,13 +24,38 @@ varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
varying vec3 eyeVec;
#ifdef ENABLE_DYNAMIC_SHADOWS
// shadow uniforms
uniform vec3 v_LightDirection;
uniform float f_textureresolution;
uniform mat4 m_ShadowViewProj;
uniform float f_shadowfar;
uniform float f_shadow_strength;
uniform float f_timeofday;
varying float cosLight;
varying float normalOffsetScale;
varying float adj_shadow_strength;
varying float f_normal_length;
#endif
varying vec3 eyeVec;
varying float nightRatio;
// Color of the light emitted by the light sources.
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
const float e = 2.718281828459;
const float BS = 10.0;
#ifdef ENABLE_DYNAMIC_SHADOWS
// 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);
}
#endif
float smoothCurve(float x)
{
@ -86,6 +111,9 @@ float snoise(vec3 p)
#endif
void main(void)
{
varTexCoord = inTexCoord0.st;
@ -136,10 +164,9 @@ void main(void)
gl_Position = mWorldViewProj * inVertexPosition;
#endif
vPosition = gl_Position.xyz;
eyeVec = -(mWorldView * inVertexPosition).xyz;
vNormal = inVertexNormal;
// Calculate color.
// Red, green and blue components are pre-multiplied with
@ -152,7 +179,7 @@ void main(void)
vec4 color = inVertexColor;
#endif
// The alpha gives the ratio of sunlight in the incoming light.
float nightRatio = 1.0 - color.a;
nightRatio = 1.0 - color.a;
color.rgb = color.rgb * (color.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2.0;
color.a = 1.0;
@ -164,4 +191,26 @@ void main(void)
0.07 * brightness);
varColor = clamp(color, 0.0, 1.0);
#ifdef ENABLE_DYNAMIC_SHADOWS
vec3 nNormal = normalize(vNormal);
cosLight = dot(nNormal, -v_LightDirection);
float texelSize = 767.0 / f_textureresolution;
float slopeScale = clamp(1.0 - abs(cosLight), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *
(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
} else if (f_timeofday >= 0.8) {
adj_shadow_strength = f_shadow_strength * 0.5 *
mtsmoothstep(0.8, 0.83, f_timeofday);
} else {
adj_shadow_strength = f_shadow_strength *
mtsmoothstep(0.20, 0.25, f_timeofday) *
(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
}
f_normal_length = length(vNormal);
#endif
}

View file

@ -23,8 +23,22 @@ const float BS = 10.0;
const float fogStart = FOG_START;
const float fogShadingParameter = 1.0 / (1.0 - fogStart);
#if ENABLE_TONE_MAPPING
#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_timeofday;
varying float normalOffsetScale;
varying float adj_shadow_strength;
varying float cosLight;
varying float f_normal_length;
#endif
#if ENABLE_TONE_MAPPING
/* Hable's UC2 Tone mapping parameters
A = 0.22;
B = 0.30;
@ -55,11 +69,263 @@ vec4 applyToneMapping(vec4 color)
}
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
return shadowPosition;
}
// 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()
{
vec4 pLightSpace;
float normalBias = 0.0005 * getLinearDepth() * cosLight + normalOffsetScale;
pLightSpace = m_ShadowViewProj * vec4(worldPosition + normalBias * normalize(vNormal), 1.0);
pLightSpace = getPerspectiveFactor(pLightSpace);
return pLightSpace.xyz * 0.5 + 0.5;
}
#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-2e-5) - 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-2e-5) - texDepth.r);
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-2e-5) - texDepth);
return visibility;
}
#endif
#if SHADOW_FILTER == 2
#define PCFBOUND 3.5
#define PCFSAMPLES 64.0
#elif SHADOW_FILTER == 1
#define PCFBOUND 1.5
#if defined(POISSON_FILTER)
#define PCFSAMPLES 32.0
#else
#define PCFSAMPLES 16.0
#endif
#else
#define PCFBOUND 0.0
#if defined(POISSON_FILTER)
#define PCFSAMPLES 4.0
#else
#define PCFSAMPLES 1.0
#endif
#endif
#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)
{
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float texture_size = 1.0 / (f_textureresolution * 0.5);
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-PCFSAMPLES)));
int end_offset = int(PCFSAMPLES) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
clampedpos = poissonDisk[x] * texture_size * SOFTSHADOWRADIUS + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
}
return visibility / PCFSAMPLES;
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
float visibility = 0.0;
float texture_size = 1.0 / (f_textureresolution * 0.5);
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-PCFSAMPLES)));
int end_offset = int(PCFSAMPLES) + init_offset;
for (int x = init_offset; x < end_offset; x++) {
clampedpos = poissonDisk[x] * texture_size * SOFTSHADOWRADIUS + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
}
return visibility / PCFSAMPLES;
}
#endif
#else
/* poisson filter disabled */
#ifdef COLORED_SHADOWS
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
vec4 visibility = vec4(0.0);
float sradius=0.0;
if( PCFBOUND>0)
sradius = SOFTSHADOWRADIUS / PCFBOUND;
float texture_size = 1.0 / (f_textureresolution * 0.5);
float y, x;
// basic PCF filter
for (y = -PCFBOUND; y <= PCFBOUND; y += 1.0)
for (x = -PCFBOUND; x <= PCFBOUND; x += 1.0) {
clampedpos = vec2(x,y) * texture_size* sradius + smTexCoord.xy;
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
}
return visibility / PCFSAMPLES;
}
#else
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
vec2 clampedpos;
float visibility = 0.0;
float sradius=0.0;
if( PCFBOUND>0)
sradius = SOFTSHADOWRADIUS / PCFBOUND;
float texture_size = 1.0 / (f_textureresolution * 0.5);
float y, x;
// basic PCF filter
for (y = -PCFBOUND; y <= PCFBOUND; y += 1.0)
for (x = -PCFBOUND; x <= PCFBOUND; x += 1.0) {
clampedpos = vec2(x,y) * texture_size * sradius + smTexCoord.xy;
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
}
return visibility / PCFSAMPLES;
}
#endif
#endif
#endif
void main(void)
{
vec3 color;
vec2 uv = varTexCoord.st;
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD
@ -72,13 +338,34 @@ void main(void)
#endif
color = base.rgb;
vec4 col = vec4(color.rgb, base.a);
col.rgb *= varColor.rgb;
col.rgb *= emissiveColor.rgb * vIDiff;
#ifdef ENABLE_DYNAMIC_SHADOWS
float shadow_int = 0.0;
vec3 shadow_color = vec3(0.0, 0.0, 0.0);
vec3 posLightSpace = getLightSpacePosition();
#ifdef COLORED_SHADOWS
vec4 visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
shadow_int = visibility.r;
shadow_color = visibility.gba;
#else
shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
#endif
if (f_normal_length != 0 && cosLight <= 0.001) {
shadow_int = clamp(shadow_int + 0.5 * abs(cosLight), 0.0, 1.0);
}
shadow_int = 1.0 - (shadow_int * adj_shadow_strength);
col.rgb = mix(shadow_color, col.rgb, shadow_int) * shadow_int;
#endif
#if ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif

View file

@ -13,12 +13,37 @@ varying mediump vec2 varTexCoord;
centroid varying vec2 varTexCoord;
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
// shadow uniforms
uniform vec3 v_LightDirection;
uniform float f_textureresolution;
uniform mat4 m_ShadowViewProj;
uniform float f_shadowfar;
uniform float f_shadow_strength;
uniform float f_timeofday;
varying float cosLight;
varying float normalOffsetScale;
varying float adj_shadow_strength;
varying float f_normal_length;
#endif
varying vec3 eyeVec;
varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
#ifdef ENABLE_DYNAMIC_SHADOWS
// 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);
}
#endif
float directional_ambient(vec3 normal)
{
vec3 v = normal * normal;
@ -54,4 +79,25 @@ void main(void)
#else
varColor = inVertexColor;
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
cosLight = max(0.0, dot(vNormal, -v_LightDirection));
float texelSize = 0.51;
float slopeScale = clamp(1.0 - cosLight, 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *
(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
} else if (f_timeofday >= 0.8) {
adj_shadow_strength = f_shadow_strength * 0.5 *
mtsmoothstep(0.8, 0.83, f_timeofday);
} else {
adj_shadow_strength = f_shadow_strength *
mtsmoothstep(0.20, 0.25, f_timeofday) *
(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
}
f_normal_length = length(vNormal);
#endif
}

View file

@ -0,0 +1,13 @@
uniform sampler2D ColorMapSampler;
varying vec4 tPos;
void main()
{
vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
if (col.a < 0.70)
discard;
float depth = 0.5 + tPos.z * 0.5;
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
}

View file

@ -0,0 +1,38 @@
uniform sampler2D ColorMapSampler;
varying vec4 tPos;
#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;
}
const vec3 black = vec3(0.0);
#endif
void main()
{
vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
#ifndef COLORED_SHADOWS
if (col.a < 0.5)
discard;
#endif
float depth = 0.5 + tPos.z * 0.5;
// ToDo: Liso: Apply movement on waving plants
// depth in [0, 1] for texture
//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
#ifdef COLORED_SHADOWS
float packedColor = packColor(mix(col.rgb, black, col.a));
gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
#else
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
#endif
}

View file

@ -0,0 +1,26 @@
uniform mat4 LightMVP; // world matrix
varying vec4 tPos;
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
return shadowPosition;
}
void main()
{
vec4 pos = LightMVP * gl_Vertex;
tPos = getPerspectiveFactor(LightMVP * gl_Vertex);
gl_Position = vec4(tPos.xyz, 1.0);
gl_TexCoord[0].st = gl_MultiTexCoord0.st;
}

View file

@ -0,0 +1,26 @@
uniform mat4 LightMVP; // world matrix
varying vec4 tPos;
const float bias0 = 0.9;
const float zPersFactor = 0.5;
const float bias1 = 1.0 - bias0 + 1e-6;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
float pFactor = pDistance * bias0 + bias1;
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
return shadowPosition;
}
void main()
{
vec4 pos = LightMVP * gl_Vertex;
tPos = getPerspectiveFactor(pos);
gl_Position = vec4(tPos.xyz, 1.0);
gl_TexCoord[0].st = gl_MultiTexCoord0.st;
}

View file

@ -0,0 +1,23 @@
uniform sampler2D ShadowMapClientMap;
#ifdef COLORED_SHADOWS
uniform sampler2D ShadowMapClientMapTraslucent;
#endif
uniform sampler2D ShadowMapSamplerdynamic;
void main() {
#ifdef COLORED_SHADOWS
vec2 first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).rg;
vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r, 0.0);
if (first_depth.r > depth_splitdynamics.r)
first_depth = depth_splitdynamics;
vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, gl_TexCoord[1].st).rg;
gl_FragColor = vec4(first_depth.r, first_depth.g, depth_color.r, depth_color.g);
#else
float first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).r;
float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r;
first_depth = min(first_depth, depth_splitdynamics);
gl_FragColor = vec4(first_depth, 0.0, 0.0, 1.0);
#endif
}

View file

@ -0,0 +1,9 @@
void main()
{
vec4 uv = vec4(gl_Vertex.xyz, 1.0) * 0.5 + 0.5;
gl_TexCoord[0] = uv;
gl_TexCoord[1] = uv;
gl_TexCoord[2] = uv;
gl_Position = vec4(gl_Vertex.xyz, 1.0);
}