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| author | x2048 <codeforsmile@gmail.com> | 2022-04-07 22:13:50 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-04-07 22:13:50 +0200 |
| commit | 48f7c5603e5b2dfca941d228e76e452bc269a1fa (patch) | |
| tree | 7983bb05e762792e38ba22a59e8718cac5381747 /client/shaders/shadow_shaders/pass1_vertex.glsl | |
| parent | 0b5b2b2633609f646a534d353a2c587af4be46fa (diff) | |
| download | minetest-48f7c5603e5b2dfca941d228e76e452bc269a1fa.tar.xz | |
Adjust shadowmap distortion to use entire SM texture (#12166)
Diffstat (limited to 'client/shaders/shadow_shaders/pass1_vertex.glsl')
| -rw-r--r-- | client/shaders/shadow_shaders/pass1_vertex.glsl | 10 |
1 files changed, 7 insertions, 3 deletions
diff --git a/client/shaders/shadow_shaders/pass1_vertex.glsl b/client/shaders/shadow_shaders/pass1_vertex.glsl index 3873ac6e6..38aef3619 100644 --- a/client/shaders/shadow_shaders/pass1_vertex.glsl +++ b/client/shaders/shadow_shaders/pass1_vertex.glsl @@ -1,4 +1,5 @@ uniform mat4 LightMVP; // world matrix +uniform vec4 CameraPos; // camera position varying vec4 tPos; uniform float xyPerspectiveBias0; @@ -7,10 +8,13 @@ uniform float zPerspectiveBias; vec4 getPerspectiveFactor(in vec4 shadowPosition) { - float pDistance = length(shadowPosition.xy); + vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0); + vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy); + float pDistance = length(l); float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1; - shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias); - + l /= pFactor; + shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l; + shadowPosition.z *= zPerspectiveBias; return shadowPosition; } |
