From cc7f95163c29a19d6905e2e99a76a62fbbd63578 Mon Sep 17 00:00:00 2001 From: Vincent Lejeune Date: Tue, 9 Dec 2014 19:00:21 +0100 Subject: [PATCH] Simplify sunlight shadow shader. --- data/shaders/sunlightshadow.frag | 79 ++++++++++---------------------- 1 file changed, 23 insertions(+), 56 deletions(-) diff --git a/data/shaders/sunlightshadow.frag b/data/shaders/sunlightshadow.frag index b375be90c..47abf616c 100644 --- a/data/shaders/sunlightshadow.frag +++ b/data/shaders/sunlightshadow.frag @@ -29,35 +29,27 @@ vec3 getMostRepresentativePoint(vec3 direction, vec3 R, float angularRadius) return (DdotR < d) ? normalize(d * D + normalize (S) * r) : R; } -float getShadowFactor(vec3 pos, float bias, int index) +float getShadowFactor(vec3 pos, int index) { + vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0)); + shadowcoord.xy /= shadowcoord.w; + vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5; - vec2 shadowoffset[4] = vec2[]( - vec2(-1., -1.), - vec2(-1., 1.), - vec2(1., -1.), - vec2(1., 1.) - ); - - vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0)); - shadowcoord.xy /= shadowcoord.w; - vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5; - - float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x; - float d = shadowcoord.z; - return min(pow(exp(-32. * d) * z, 8.), 1.); + float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x; + float d = shadowcoord.z; + return min(pow(exp(-32. * d) * z, 8.), 1.); } void main() { vec2 uv = gl_FragCoord.xy / screen; - float z = texture(dtex, uv).x; - vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix); + float z = texture(dtex, uv).x; + vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix); - vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.)); + vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.)); float roughness =texture(ntex, uv).z; vec3 eyedir = -normalize(xpos.xyz); - // Normalized on the cpu + // Normalized on the cpu vec3 L = direction; float NdotL = clamp(dot(norm, L), 0., 1.); @@ -69,43 +61,18 @@ void main() { vec3 Specular = SpecularBRDF(norm, eyedir, Lightdir, col, roughness) * NdotL; - vec3 outcol = NdotL * col; + vec3 outcol = NdotL * col; - // Shadows - float bias = 0.005 * tan(acos(NdotL)); // According to the slope - bias = clamp(bias, 0., 0.01); - float factor; - if (xpos.z < split0) - factor = getShadowFactor(xpos.xyz, bias, 0); -/* else if (xpos.z < 6.) - { - float a = getShadowFactor(xpos.xyz, bias, 0), b = getShadowFactor(xpos.xyz, bias, 1); - factor = mix(a, b, (xpos.z - 5.)); - }*/ - else if (xpos.z < split1) - factor = getShadowFactor(xpos.xyz, bias, 1); -/* else if (xpos.z < 21.) - { - float a = getShadowFactor(xpos.xyz, bias, 1), b = getShadowFactor(xpos.xyz, bias, 2); - factor = mix(a, b, (xpos.z - 20.)); - }*/ - else if (xpos.z < split2) - factor = getShadowFactor(xpos.xyz, bias, 2); -/* else if (xpos.z < 55.) - { - float a = getShadowFactor(xpos.xyz, bias, 2), b = getShadowFactor(xpos.xyz, bias, 3); - factor = mix(a, b, (xpos.z - 50.) / 5.); - }*/ - else if (xpos.z < splitmax) - factor = getShadowFactor(xpos.xyz, bias, 3); -/* else if (xpos.z < 150.) - { - factor = mix(getShadowFactor(xpos.xyz, bias, 3), 1., (xpos.z - 145.) / 5.); - }*/ - else - factor = 1.; - Diff = vec4(factor * NdotL * col, 1.); - Spec = vec4(factor * Specular, 1.); - return; + // Shadows + int shadowtex_index = 0; + shadowtex_index += (xpos.z >= split0) ? 1 : 0; + shadowtex_index += (xpos.z >= split1) ? 1 : 0; + shadowtex_index += (xpos.z >= split2) ? 1 : 0; + + float factor = getShadowFactor(xpos.xyz, shadowtex_index); + factor = (xpos.z > splitmax) ? 1. : factor; + + Diff = vec4(factor * NdotL * col, 1.); + Spec = vec4(factor * Specular, 1.); }