diff options
author | Elias Fleckenstein <eliasfleckenstein@web.de> | 2022-05-17 22:12:00 +0200 |
---|---|---|
committer | Elias Fleckenstein <eliasfleckenstein@web.de> | 2022-05-17 22:12:00 +0200 |
commit | 21df26984da91143c15587f5a03c98d68c3adc4e (patch) | |
tree | aaa707a628ad331f67890023dffe1b4f60dd01d3 /client/shaders/shadow_shaders | |
parent | b09fc5de5cdb021f43ad32b7e3f50dc75c0bc622 (diff) | |
parent | eabf05758e3ba5f6f4bb1b8d1d1f02179b84e410 (diff) | |
download | dragonfireclient-21df26984da91143c15587f5a03c98d68c3adc4e.tar.xz |
Merge branch 'master' of https://github.com/minetest/minetest
Diffstat (limited to 'client/shaders/shadow_shaders')
-rw-r--r-- | client/shaders/shadow_shaders/pass1_trans_fragment.glsl | 6 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass1_trans_vertex.glsl | 42 | ||||
-rw-r--r-- | client/shaders/shadow_shaders/pass1_vertex.glsl | 37 |
3 files changed, 65 insertions, 20 deletions
diff --git a/client/shaders/shadow_shaders/pass1_trans_fragment.glsl b/client/shaders/shadow_shaders/pass1_trans_fragment.glsl index 9f9e5be8c..b267c2214 100644 --- a/client/shaders/shadow_shaders/pass1_trans_fragment.glsl +++ b/client/shaders/shadow_shaders/pass1_trans_fragment.glsl @@ -2,6 +2,8 @@ uniform sampler2D ColorMapSampler; varying vec4 tPos; #ifdef COLORED_SHADOWS +varying vec3 varColor; + // c_precision of 128 fits within 7 base-10 digits const float c_precision = 128.0; const float c_precisionp1 = c_precision + 1.0; @@ -30,7 +32,9 @@ void main() //col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb; #ifdef COLORED_SHADOWS - float packedColor = packColor(mix(col.rgb, black, col.a)); + col.rgb *= varColor.rgb; + // premultiply color alpha (see-through side) + float packedColor = packColor(col.rgb * (1.0 - col.a)); gl_FragColor = vec4(depth, packedColor, 0.0,1.0); #else gl_FragColor = vec4(depth, 0.0, 0.0, 1.0); diff --git a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl index ca59f2796..244d2562a 100644 --- a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl +++ b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl @@ -1,26 +1,50 @@ uniform mat4 LightMVP; // world matrix +uniform vec4 CameraPos; varying vec4 tPos; +#ifdef COLORED_SHADOWS +varying vec3 varColor; +#endif -const float bias0 = 0.9; -const float zPersFactor = 0.5; -const float bias1 = 1.0 - bias0 + 1e-6; +uniform float xyPerspectiveBias0; +uniform float xyPerspectiveBias1; +uniform float zPerspectiveBias; -vec4 getPerspectiveFactor(in vec4 shadowPosition) +vec4 getRelativePosition(in vec4 position) { - float pDistance = length(shadowPosition.xy); - float pFactor = pDistance * bias0 + bias1; - shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor); + vec2 l = position.xy - CameraPos.xy; + vec2 s = l / abs(l); + s = (1.0 - s * CameraPos.xy); + l /= s; + return vec4(l, s); +} - return shadowPosition; +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(LightMVP * gl_Vertex); + tPos = applyPerspectiveDistortion(LightMVP * gl_Vertex); gl_Position = vec4(tPos.xyz, 1.0); gl_TexCoord[0].st = gl_MultiTexCoord0.st; + +#ifdef COLORED_SHADOWS + varColor = gl_Color.rgb; +#endif } diff --git a/client/shaders/shadow_shaders/pass1_vertex.glsl b/client/shaders/shadow_shaders/pass1_vertex.glsl index a6d8b3db8..1dceb93c6 100644 --- a/client/shaders/shadow_shaders/pass1_vertex.glsl +++ b/client/shaders/shadow_shaders/pass1_vertex.glsl @@ -1,26 +1,43 @@ uniform mat4 LightMVP; // world matrix +uniform vec4 CameraPos; // camera position varying vec4 tPos; -const float bias0 = 0.9; -const float zPersFactor = 0.5; -const float bias1 = 1.0 - bias0 + 1e-6; +uniform float xyPerspectiveBias0; +uniform float xyPerspectiveBias1; +uniform float zPerspectiveBias; -vec4 getPerspectiveFactor(in vec4 shadowPosition) +vec4 getRelativePosition(in vec4 position) { - float pDistance = length(shadowPosition.xy); - float pFactor = pDistance * bias0 + bias1; - shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor); + vec2 l = position.xy - CameraPos.xy; + vec2 s = l / abs(l); + s = (1.0 - s * CameraPos.xy); + l /= s; + return vec4(l, s); +} - return shadowPosition; +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].st = gl_MultiTexCoord0.st; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; } |