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	* 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
		
			
				
	
	
		
			44 lines
		
	
	
		
			1002 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
		
			1002 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform mat4 LightMVP; // world matrix
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| uniform vec4 CameraPos; // camera position
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| varying vec4 tPos;
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| 
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| uniform float xyPerspectiveBias0;
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| uniform float xyPerspectiveBias1;
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| uniform float zPerspectiveBias;
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| 
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| vec4 getRelativePosition(in vec4 position)
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| {
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| 	vec2 l = position.xy - CameraPos.xy;
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| 	vec2 s = l / abs(l);
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| 	s = (1.0 - s * CameraPos.xy);
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| 	l /= s;
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| 	return vec4(l, s);
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| }
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| 
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| float getPerspectiveFactor(in vec4 relativePosition)
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| {
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| 	float pDistance = length(relativePosition.xy);
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| 	float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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| 	return pFactor;
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| }
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| 
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| vec4 applyPerspectiveDistortion(in vec4 position)
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| {
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| 	vec4 l = getRelativePosition(position);
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| 	float pFactor = getPerspectiveFactor(l);
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| 	l.xy /= pFactor;
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| 	position.xy = l.xy * l.zw + CameraPos.xy;
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| 	position.z *= zPerspectiveBias;
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| 	return position;
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| }
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| 
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| void main()
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| {
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| 	vec4 pos = LightMVP * gl_Vertex;
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| 
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| 	tPos = applyPerspectiveDistortion(pos);
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| 
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| 	gl_Position = vec4(tPos.xyz, 1.0);
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| 	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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| }
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