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AgeCommit message (Collapse)Author
2022-04-14Implement shadow offsets for the new SM distortion function (#12191)x2048
* Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
2022-04-07Adjust shadowmap distortion to use entire SM texture (#12166)x2048
2022-03-31Tune shadow perspective distortion (#12146)x2048
* Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
2022-03-07Apply texture matrix when rendering shadowmapDmitry Kostenko
Fixes shadows of animated sprite entities
2021-10-31Apply shadow only to the naturally lit part of the fragment color (#11722)x2048
Fragment color for nodes is now calculated from: * Texture color, highlighted by artificial light if present (light color conveyed via vertex color). * Texture color highlighted by natural light (conveyed via vertex color) filtered by shadow. * Reflected day/moonlight filtered by shadow (color and intensity), assuming some portion of the light is directly reflected from the materials.
2021-10-01Improvements to colored shadows (#11516)x2048
2021-06-06Shadow mapping render pass (#11244)Liso
Co-authored-by: x2048 <codeforsmile@gmail.com>