Make cascade split modifiable
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6d07189474
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92ecd01e61
@ -1,14 +1,14 @@
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2DArray shadowtex;
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//uniform sampler2D warpx;
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///uniform sampler2D warpy;
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uniform float split0;
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uniform float split1;
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uniform float split2;
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uniform float splitmax;
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uniform vec3 direction;
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uniform vec3 col;
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//uniform int hasclouds;
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//uniform vec2 wind;
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//uniform float shadowoffset;
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in vec2 uv;
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out vec4 Diff;
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@ -20,8 +20,7 @@ vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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float getShadowFactor(vec3 pos, float bias, int index)
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{
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//float a[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1);
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vec2 shadowoffset[4] = vec2[](
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vec2(-1., -1.),
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vec2(-1., 1.),
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@ -32,27 +31,6 @@ float getShadowFactor(vec3 pos, float bias, int index)
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vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0));
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shadowcoord.xy /= shadowcoord.w;
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vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
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// shadowcoord = (shadowcoord * 0.5) + vec3(0.5);
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// float movex = decdepth(texture(warpx, shadowcoord.xy));
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// float movey = decdepth(texture(warpy, shadowcoord.xy));
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// float dx = movex * 2.0 - 1.0;
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// float dy = movey * 2.0 - 1.0;
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// shadowcoord.xy += vec2(dx, dy);*/
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//float shadowmapz = 2. * texture(shadowtex, vec3(shadowtexcoord, shadowcoord.z).x - 1.;
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// bias += smoothstep(0.001, 0.1, moved) * 0.014; // According to the warping
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// float sum = 0.;
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// for (float i = -1.5; i <= 1.5; i+= 1.)
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// {
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// for (float j = -1.5; j <= 1.5; j+= 1.)
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// {
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// float z = texture(shadowtex, vec3(shadowtexcoord +vec2(i, j) / 1024., float(index))).x;
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// sum += (z > 0.5 * shadowcoord.z + 0.5) ? 1. : 0.;
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// }
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// }
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// return sum / 16.;
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float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x;
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float d = shadowcoord.z;
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@ -78,86 +56,41 @@ void main() {
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vec3 outcol = NdotL * col;
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// if (hasclouds == 1)
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// {
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// vec2 cloudcoord = (xpos.xz * 0.00833333) + wind;
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// float cloud = texture(cloudtex, cloudcoord).x;
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// //float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y);
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// outcol *= cloud;
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// }
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// Shadows
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float bias = 0.005 * tan(acos(NdotL)); // According to the slope
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bias = clamp(bias, 0., 0.01);
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float factor;
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if (xpos.z < 5.)
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if (xpos.z < split0)
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factor = getShadowFactor(xpos.xyz, bias, 0);
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else if (xpos.z < 6.)
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/* else if (xpos.z < 6.)
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{
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float a = getShadowFactor(xpos.xyz, bias, 0), b = getShadowFactor(xpos.xyz, bias, 1);
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factor = mix(a, b, (xpos.z - 5.));
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}
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else if (xpos.z < 20.)
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}*/
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else if (xpos.z < split1)
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factor = getShadowFactor(xpos.xyz, bias, 1);
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else if (xpos.z < 21.)
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/* else if (xpos.z < 21.)
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{
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float a = getShadowFactor(xpos.xyz, bias, 1), b = getShadowFactor(xpos.xyz, bias, 2);
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factor = mix(a, b, (xpos.z - 20.));
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}
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else if (xpos.z < 50.)
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}*/
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else if (xpos.z < split2)
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factor = getShadowFactor(xpos.xyz, bias, 2);
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else if (xpos.z < 55.)
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/* else if (xpos.z < 55.)
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{
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float a = getShadowFactor(xpos.xyz, bias, 2), b = getShadowFactor(xpos.xyz, bias, 3);
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factor = mix(a, b, (xpos.z - 50.) / 5.);
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}
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else if (xpos.z < 145.)
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}*/
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else if (xpos.z < splitmax)
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factor = getShadowFactor(xpos.xyz, bias, 3);
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else if (xpos.z < 150.)
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/* else if (xpos.z < 150.)
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{
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factor = mix(getShadowFactor(xpos.xyz, bias, 3), 1., (xpos.z - 145.) / 5.);
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}
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}*/
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else
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factor = 1.;
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Diff = vec4(factor * NdotL * col, 1.);
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Spec = vec4(factor * Specular, 1.);
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return;
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// float moved = (abs(dx) + abs(dy)) * 0.5;
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// float avi = 0.002;
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// float abi = 0.0025;
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/* float avi = 0.0018;
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float abi = 0.002;
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float bias = avi * tan(acos(NdotL)); // According to the slope
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bias += smoothstep(0.001, 0.1, moved) * abi; // According to the warping
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bias = clamp(bias, 0.001, abi);
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// This ID, and four IDs around this must match for a shadow pixel
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float right = texture(shadowtex, shadowcoord.xy + vec2(shadowoffset, 0.0)).a;
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float left = texture(shadowtex, shadowcoord.xy + vec2(-shadowoffset, 0.0)).a;
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float up = texture(shadowtex, shadowcoord.xy + vec2(0.0, shadowoffset)).a;
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float down = texture(shadowtex, shadowcoord.xy + vec2(0.0, -shadowoffset)).a;
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float matching = ((right + left + up + down) * 0.25) - shadowread.a;
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matching = abs(matching) * 400.0;
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// If the ID is different, we're likely in shadow - cut the bias to cut peter panning
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float off = 7.0 - step(abs(shadowread.a - depthread.a) - matching, 0.004) * 6.0;
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bias /= off;
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const float softness = 8.0; // How soft is the light?
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float shadowed = step(shadowmapz + bias, shadowcoord.z);
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float dist = (shadowcoord.z / shadowmapz) - 1.0;
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float penumbra = dist * softness / gl_FragCoord.z;
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penumbra *= shadowed;*/
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/* outcol.r = (shadowcoord.z - shadowmapz) * 50.0;
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outcol.g = moved;*/
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// FragColor = vec4(outcol, 0.05);
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// OtherOutput = vec4(shadowed, penumbra, shadowed, shadowed);
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}
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@ -282,6 +282,8 @@ void PostProcessing::renderSunlight()
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DrawFullScreenEffect<FullScreenShader::SunLightShader>(cb->getPosition(), video::SColorf(cb->getRed(), cb->getGreen(), cb->getBlue()));
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}
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extern float shadowSplit[5];
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void PostProcessing::renderShadowedSunlight(const std::vector<core::matrix4> &sun_ortho_matrix, GLuint depthtex)
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{
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SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
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@ -292,7 +294,7 @@ void PostProcessing::renderShadowedSunlight(const std::vector<core::matrix4> &su
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glBlendEquation(GL_FUNC_ADD);
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FullScreenShader::ShadowedSunLightShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), depthtex);
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DrawFullScreenEffect<FullScreenShader::ShadowedSunLightShader>(cb->getPosition(), video::SColorf(cb->getRed(), cb->getGreen(), cb->getBlue()));
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DrawFullScreenEffect<FullScreenShader::ShadowedSunLightShader>(shadowSplit[1], shadowSplit[2], shadowSplit[3], shadowSplit[4], cb->getPosition(), video::SColorf(cb->getRed(), cb->getGreen(), cb->getBlue()));
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}
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@ -642,6 +642,8 @@ core::matrix4 getTighestFitOrthoProj(const core::matrix4 &transform, const std::
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return tmp_matrix;
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}
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float shadowSplit[5] = {1., 5., 20., 50., 150 };
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void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height)
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{
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static_cast<scene::CSceneManager *>(m_scene_manager)->OnAnimate(os::Timer::getTime());
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@ -656,17 +658,17 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, siz
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const float oldnear = camnode->getNearValue();
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float FarValues[] =
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{
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6.,
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21.,
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55.,
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150.,
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shadowSplit[1],
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shadowSplit[2],
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shadowSplit[3],
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shadowSplit[4],
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};
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float NearValues[] =
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{
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oldnear,
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5.,
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20.,
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50.,
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shadowSplit[0],
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shadowSplit[1],
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shadowSplit[2],
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shadowSplit[3]
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};
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@ -402,7 +402,7 @@ public:
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EnvMapShader();
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};
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class ShadowedSunLightShader : public ShaderHelperSingleton<ShadowedSunLightShader, core::vector3df, video::SColorf>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Shadow_Sampler>
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class ShadowedSunLightShader : public ShaderHelperSingleton<ShadowedSunLightShader, float, float, float, float, core::vector3df, video::SColorf>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Shadow_Sampler>
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{
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public:
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ShadowedSunLightShader();
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