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authorElias Fleckenstein <eliasfleckenstein@web.de>2022-05-17 22:12:00 +0200
committerElias Fleckenstein <eliasfleckenstein@web.de>2022-05-17 22:12:00 +0200
commit21df26984da91143c15587f5a03c98d68c3adc4e (patch)
treeaaa707a628ad331f67890023dffe1b4f60dd01d3 /client/shaders/shadow_shaders
parentb09fc5de5cdb021f43ad32b7e3f50dc75c0bc622 (diff)
parenteabf05758e3ba5f6f4bb1b8d1d1f02179b84e410 (diff)
downloaddragonfireclient-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.glsl6
-rw-r--r--client/shaders/shadow_shaders/pass1_trans_vertex.glsl42
-rw-r--r--client/shaders/shadow_shaders/pass1_vertex.glsl37
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;
}