1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-08-11 17:51:04 +00:00

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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
35 changed files with 2624 additions and 38 deletions

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
}