mirror of
https://github.com/luanti-org/luanti.git
synced 2025-07-02 16:38:41 +00:00
Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
This commit is contained in:
parent
46f42e15c4
commit
c47313db65
35 changed files with 2624 additions and 38 deletions
|
@ -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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue