mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-10-31 07:25:22 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			456 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			456 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform sampler2D baseTexture;
 | |
| 
 | |
| uniform vec3 dayLight;
 | |
| uniform vec4 skyBgColor;
 | |
| uniform float fogDistance;
 | |
| uniform float fogShadingParameter;
 | |
| uniform vec3 eyePosition;
 | |
| 
 | |
| // The cameraOffset is the current center of the visible world.
 | |
| uniform vec3 cameraOffset;
 | |
| uniform float animationTimer;
 | |
| #ifdef ENABLE_DYNAMIC_SHADOWS
 | |
| 	// shadow texture
 | |
| 	uniform sampler2D ShadowMapSampler;
 | |
| 	// shadow uniforms
 | |
| 	uniform vec3 v_LightDirection;
 | |
| 	uniform float f_textureresolution;
 | |
| 	uniform mat4 m_ShadowViewProj;
 | |
| 	uniform float f_shadowfar;
 | |
| 	uniform float f_shadow_strength;
 | |
| 	uniform vec4 CameraPos;
 | |
| 	uniform float xyPerspectiveBias0;
 | |
| 	uniform float xyPerspectiveBias1;
 | |
| 
 | |
| 	varying float adj_shadow_strength;
 | |
| 	varying float cosLight;
 | |
| 	varying float f_normal_length;
 | |
| 	varying vec3 shadow_position;
 | |
| 	varying float perspective_factor;
 | |
| #endif
 | |
| 
 | |
| 
 | |
| varying vec3 vNormal;
 | |
| varying vec3 vPosition;
 | |
| // World position in the visible world (i.e. relative to the cameraOffset.)
 | |
| // This can be used for many shader effects without loss of precision.
 | |
| // If the absolute position is required it can be calculated with
 | |
| // cameraOffset + worldPosition (for large coordinates the limits of float
 | |
| // precision must be considered).
 | |
| varying vec3 worldPosition;
 | |
| varying lowp vec4 varColor;
 | |
| #ifdef GL_ES
 | |
| varying mediump vec2 varTexCoord;
 | |
| #else
 | |
| centroid varying vec2 varTexCoord;
 | |
| #endif
 | |
| varying vec3 eyeVec;
 | |
| varying float nightRatio;
 | |
| varying vec3 tsEyeVec;
 | |
| varying vec3 lightVec;
 | |
| varying vec3 tsLightVec;
 | |
| 
 | |
| #ifdef ENABLE_DYNAMIC_SHADOWS
 | |
| 
 | |
| // assuming near is always 1.0
 | |
| float getLinearDepth()
 | |
| {
 | |
| 	return 2.0 * f_shadowfar / (f_shadowfar + 1.0 - (2.0 * gl_FragCoord.z - 1.0) * (f_shadowfar - 1.0));
 | |
| }
 | |
| 
 | |
| vec3 getLightSpacePosition()
 | |
| {
 | |
| 	return shadow_position * 0.5 + 0.5;
 | |
| }
 | |
| // custom smoothstep implementation because it's not defined in glsl1.2
 | |
| // https://docs.gl/sl4/smoothstep
 | |
| float mtsmoothstep(in float edge0, in float edge1, in float x)
 | |
| {
 | |
| 	float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
 | |
| 	return t * t * (3.0 - 2.0 * t);
 | |
| }
 | |
| 
 | |
| #ifdef COLORED_SHADOWS
 | |
| 
 | |
| // c_precision of 128 fits within 7 base-10 digits
 | |
| const float c_precision = 128.0;
 | |
| const float c_precisionp1 = c_precision + 1.0;
 | |
| 
 | |
| float packColor(vec3 color)
 | |
| {
 | |
| 	return floor(color.b * c_precision + 0.5)
 | |
| 		+ floor(color.g * c_precision + 0.5) * c_precisionp1
 | |
| 		+ floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
 | |
| }
 | |
| 
 | |
| vec3 unpackColor(float value)
 | |
| {
 | |
| 	vec3 color;
 | |
| 	color.b = mod(value, c_precisionp1) / c_precision;
 | |
| 	color.g = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
 | |
| 	color.r = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
 | |
| 	return color;
 | |
| }
 | |
| 
 | |
| vec4 getHardShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
 | |
| {
 | |
| 	vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy).rgba;
 | |
| 
 | |
| 	float visibility = step(0.0, realDistance - texDepth.r);
 | |
| 	vec4 result = vec4(visibility, vec3(0.0,0.0,0.0));//unpackColor(texDepth.g));
 | |
| 	if (visibility < 0.1) {
 | |
| 		visibility = step(0.0, realDistance - texDepth.b);
 | |
| 		result = vec4(visibility, unpackColor(texDepth.a));
 | |
| 	}
 | |
| 	return result;
 | |
| }
 | |
| 
 | |
| #else
 | |
| 
 | |
| float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
 | |
| {
 | |
| 	float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
 | |
| 	float visibility = step(0.0, realDistance - texDepth);
 | |
| 	return visibility;
 | |
| }
 | |
| 
 | |
| #endif
 | |
| 
 | |
| 
 | |
| #if SHADOW_FILTER == 2
 | |
| 	#define PCFBOUND 2.0 // 5x5
 | |
| 	#define PCFSAMPLES 25
 | |
| #elif SHADOW_FILTER == 1
 | |
| 	#define PCFBOUND 1.0 // 3x3
 | |
| 	#define PCFSAMPLES 9
 | |
| #else
 | |
| 	#define PCFBOUND 0.0
 | |
| 	#define PCFSAMPLES 1
 | |
| #endif
 | |
| 
 | |
| #ifdef COLORED_SHADOWS
 | |
| float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
 | |
| {
 | |
| 	vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy);
 | |
| 	float depth = max(realDistance - texDepth.r, realDistance - texDepth.b);
 | |
| 	return depth;
 | |
| }
 | |
| #else
 | |
| float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
 | |
| {
 | |
| 	float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
 | |
| 	float depth = realDistance - texDepth;
 | |
| 	return depth;
 | |
| }
 | |
| #endif
 | |
| 
 | |
| #define BASEFILTERRADIUS 1.0
 | |
| 
 | |
| float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
 | |
| {
 | |
| 	// Return fast if sharp shadows are requested
 | |
| 	if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
 | |
| 		return 0.0;
 | |
| 
 | |
| 	vec2 clampedpos;
 | |
| 	float y, x;
 | |
| 	float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
 | |
| 	// A factor from 0 to 1 to reduce blurring of short shadows
 | |
| 	float sharpness_factor = 1.0;
 | |
| 	// conversion factor from shadow depth to blur radius
 | |
| 	float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
 | |
| 	if (depth > 0.0 && f_normal_length > 0.0)
 | |
| 		// 5 is empirical factor that controls how fast shadow loses sharpness
 | |
| 		sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
 | |
| 	depth = 0.0;
 | |
| 
 | |
| 	float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
 | |
| 			* f_textureresolution / 2.0 / f_shadowfar;
 | |
| 	float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
 | |
| 
 | |
| 	return max(BASEFILTERRADIUS * f_textureresolution / 4096.0,  sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
 | |
| }
 | |
| 
 | |
| #ifdef POISSON_FILTER
 | |
| const vec2[64] poissonDisk = vec2[64](
 | |
| 	vec2(0.170019, -0.040254),
 | |
| 	vec2(-0.299417, 0.791925),
 | |
| 	vec2(0.645680, 0.493210),
 | |
| 	vec2(-0.651784, 0.717887),
 | |
| 	vec2(0.421003, 0.027070),
 | |
| 	vec2(-0.817194, -0.271096),
 | |
| 	vec2(-0.705374, -0.668203),
 | |
| 	vec2(0.977050, -0.108615),
 | |
| 	vec2(0.063326, 0.142369),
 | |
| 	vec2(0.203528, 0.214331),
 | |
| 	vec2(-0.667531, 0.326090),
 | |
| 	vec2(-0.098422, -0.295755),
 | |
| 	vec2(-0.885922, 0.215369),
 | |
| 	vec2(0.566637, 0.605213),
 | |
| 	vec2(0.039766, -0.396100),
 | |
| 	vec2(0.751946, 0.453352),
 | |
| 	vec2(0.078707, -0.715323),
 | |
| 	vec2(-0.075838, -0.529344),
 | |
| 	vec2(0.724479, -0.580798),
 | |
| 	vec2(0.222999, -0.215125),
 | |
| 	vec2(-0.467574, -0.405438),
 | |
| 	vec2(-0.248268, -0.814753),
 | |
| 	vec2(0.354411, -0.887570),
 | |
| 	vec2(0.175817, 0.382366),
 | |
| 	vec2(0.487472, -0.063082),
 | |
| 	vec2(0.355476, 0.025357),
 | |
| 	vec2(-0.084078, 0.898312),
 | |
| 	vec2(0.488876, -0.783441),
 | |
| 	vec2(0.470016, 0.217933),
 | |
| 	vec2(-0.696890, -0.549791),
 | |
| 	vec2(-0.149693, 0.605762),
 | |
| 	vec2(0.034211, 0.979980),
 | |
| 	vec2(0.503098, -0.308878),
 | |
| 	vec2(-0.016205, -0.872921),
 | |
| 	vec2(0.385784, -0.393902),
 | |
| 	vec2(-0.146886, -0.859249),
 | |
| 	vec2(0.643361, 0.164098),
 | |
| 	vec2(0.634388, -0.049471),
 | |
| 	vec2(-0.688894, 0.007843),
 | |
| 	vec2(0.464034, -0.188818),
 | |
| 	vec2(-0.440840, 0.137486),
 | |
| 	vec2(0.364483, 0.511704),
 | |
| 	vec2(0.034028, 0.325968),
 | |
| 	vec2(0.099094, -0.308023),
 | |
| 	vec2(0.693960, -0.366253),
 | |
| 	vec2(0.678884, -0.204688),
 | |
| 	vec2(0.001801, 0.780328),
 | |
| 	vec2(0.145177, -0.898984),
 | |
| 	vec2(0.062655, -0.611866),
 | |
| 	vec2(0.315226, -0.604297),
 | |
| 	vec2(-0.780145, 0.486251),
 | |
| 	vec2(-0.371868, 0.882138),
 | |
| 	vec2(0.200476, 0.494430),
 | |
| 	vec2(-0.494552, -0.711051),
 | |
| 	vec2(0.612476, 0.705252),
 | |
| 	vec2(-0.578845, -0.768792),
 | |
| 	vec2(-0.772454, -0.090976),
 | |
| 	vec2(0.504440, 0.372295),
 | |
| 	vec2(0.155736, 0.065157),
 | |
| 	vec2(0.391522, 0.849605),
 | |
| 	vec2(-0.620106, -0.328104),
 | |
| 	vec2(0.789239, -0.419965),
 | |
| 	vec2(-0.545396, 0.538133),
 | |
| 	vec2(-0.178564, -0.596057)
 | |
| );
 | |
| 
 | |
| #ifdef COLORED_SHADOWS
 | |
| 
 | |
| vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
 | |
| {
 | |
| 	float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
 | |
| 	if (radius < 0.1) {
 | |
| 		// we are in the middle of even brightness, no need for filtering
 | |
| 		return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
 | |
| 	}
 | |
| 
 | |
| 	vec2 clampedpos;
 | |
| 	vec4 visibility = vec4(0.0);
 | |
| 	float scale_factor = radius / f_textureresolution;
 | |
| 
 | |
| 	int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
 | |
| 	samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
 | |
| 	int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
 | |
| 	int end_offset = int(samples) + init_offset;
 | |
| 
 | |
| 	for (int x = init_offset; x < end_offset; x++) {
 | |
| 		clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
 | |
| 		visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
 | |
| 	}
 | |
| 
 | |
| 	return visibility / samples;
 | |
| }
 | |
| 
 | |
| #else
 | |
| 
 | |
| float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
 | |
| {
 | |
| 	float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
 | |
| 	if (radius < 0.1) {
 | |
| 		// we are in the middle of even brightness, no need for filtering
 | |
| 		return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
 | |
| 	}
 | |
| 
 | |
| 	vec2 clampedpos;
 | |
| 	float visibility = 0.0;
 | |
| 	float scale_factor = radius / f_textureresolution;
 | |
| 
 | |
| 	int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
 | |
| 	samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
 | |
| 	int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
 | |
| 	int end_offset = int(samples) + init_offset;
 | |
| 
 | |
| 	for (int x = init_offset; x < end_offset; x++) {
 | |
| 		clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
 | |
| 		visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
 | |
| 	}
 | |
| 
 | |
| 	return visibility / samples;
 | |
| }
 | |
| 
 | |
| #endif
 | |
| 
 | |
| #else
 | |
| /* poisson filter disabled */
 | |
| 
 | |
| #ifdef COLORED_SHADOWS
 | |
| 
 | |
| vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
 | |
| {
 | |
| 	float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
 | |
| 	if (radius < 0.1) {
 | |
| 		// we are in the middle of even brightness, no need for filtering
 | |
| 		return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
 | |
| 	}
 | |
| 
 | |
| 	vec2 clampedpos;
 | |
| 	vec4 visibility = vec4(0.0);
 | |
| 	float x, y;
 | |
| 	float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
 | |
| 	bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
 | |
| 	float scale_factor = radius / bound / f_textureresolution;
 | |
| 	float n = 0.0;
 | |
| 
 | |
| 	// basic PCF filter
 | |
| 	for (y = -bound; y <= bound; y += 1.0)
 | |
| 	for (x = -bound; x <= bound; x += 1.0) {
 | |
| 		clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
 | |
| 		visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
 | |
| 		n += 1.0;
 | |
| 	}
 | |
| 
 | |
| 	return visibility / max(n, 1.0);
 | |
| }
 | |
| 
 | |
| #else
 | |
| float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
 | |
| {
 | |
| 	float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
 | |
| 	if (radius < 0.1) {
 | |
| 		// we are in the middle of even brightness, no need for filtering
 | |
| 		return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
 | |
| 	}
 | |
| 
 | |
| 	vec2 clampedpos;
 | |
| 	float visibility = 0.0;
 | |
| 	float x, y;
 | |
| 	float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
 | |
| 	bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
 | |
| 	float scale_factor = radius / bound / f_textureresolution;
 | |
| 	float n = 0.0;
 | |
| 
 | |
| 	// basic PCF filter
 | |
| 	for (y = -bound; y <= bound; y += 1.0)
 | |
| 	for (x = -bound; x <= bound; x += 1.0) {
 | |
| 		clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
 | |
| 		visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
 | |
| 		n += 1.0;
 | |
| 	}
 | |
| 
 | |
| 	return visibility / max(n, 1.0);
 | |
| }
 | |
| 
 | |
| #endif
 | |
| 
 | |
| #endif
 | |
| #endif
 | |
| 
 | |
| void main(void)
 | |
| {
 | |
| 	vec3 color;
 | |
| 	vec2 uv = varTexCoord.st;
 | |
| 
 | |
| 	vec4 base = texture2D(baseTexture, uv).rgba;
 | |
| 	// If alpha is zero, we can just discard the pixel. This fixes transparency
 | |
| 	// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
 | |
| 	// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
 | |
| #ifdef USE_DISCARD
 | |
| 	if (base.a == 0.0)
 | |
| 		discard;
 | |
| #endif
 | |
| #ifdef USE_DISCARD_REF
 | |
| 	if (base.a < 0.5)
 | |
| 		discard;
 | |
| #endif
 | |
| 
 | |
| 	color = base.rgb;
 | |
| 	vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
 | |
| 
 | |
| #ifdef ENABLE_DYNAMIC_SHADOWS
 | |
| 	if (f_shadow_strength > 0.0) {
 | |
| 		float shadow_int = 0.0;
 | |
| 		vec3 shadow_color = vec3(0.0, 0.0, 0.0);
 | |
| 		vec3 posLightSpace = getLightSpacePosition();
 | |
| 
 | |
| 		float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
 | |
| 		if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
 | |
| 			distance_rate = 0.0;
 | |
| 		float f_adj_shadow_strength = max(adj_shadow_strength - mtsmoothstep(0.9, 1.1, posLightSpace.z),0.0);
 | |
| 
 | |
| 		if (distance_rate > 1e-7) {
 | |
| 
 | |
| #ifdef COLORED_SHADOWS
 | |
| 			vec4 visibility;
 | |
| 			if (cosLight > 0.0 || f_normal_length < 1e-3)
 | |
| 				visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
 | |
| 			else
 | |
| 				visibility = vec4(1.0, 0.0, 0.0, 0.0);
 | |
| 			shadow_int = visibility.r;
 | |
| 			shadow_color = visibility.gba;
 | |
| #else
 | |
| 			if (cosLight > 0.0 || f_normal_length < 1e-3)
 | |
| 				shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
 | |
| 			else
 | |
| 				shadow_int = 1.0;
 | |
| #endif
 | |
| 			shadow_int *= distance_rate;
 | |
| 			shadow_int = clamp(shadow_int, 0.0, 1.0);
 | |
| 
 | |
| 		}
 | |
| 
 | |
| 		// turns out that nightRatio falls off much faster than
 | |
| 		// actual brightness of artificial light in relation to natual light.
 | |
| 		// Power ratio was measured on torches in MTG (brightness = 14).
 | |
| 		float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
 | |
| 
 | |
| 		// Apply self-shadowing when light falls at a narrow angle to the surface
 | |
| 		// Cosine of the cut-off angle.
 | |
| 		const float self_shadow_cutoff_cosine = 0.035;
 | |
| 		if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
 | |
| 			shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
 | |
| 			shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
 | |
| 		}
 | |
| 
 | |
| 		shadow_int *= f_adj_shadow_strength;
 | |
| 
 | |
| 		// calculate fragment color from components:
 | |
| 		col.rgb =
 | |
| 				adjusted_night_ratio * col.rgb + // artificial light
 | |
| 				(1.0 - adjusted_night_ratio) * ( // natural light
 | |
| 						col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) +  // filtered texture color
 | |
| 						dayLight * shadow_color * shadow_int);                 // reflected filtered sunlight/moonlight
 | |
| 	}
 | |
| #endif
 | |
| 
 | |
| 	// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
 | |
| 	// the fog will only be rendered correctly if the last operation before the
 | |
| 	// clamp() is an addition. Else, the clamp() seems to be ignored.
 | |
| 	// E.g. the following won't work:
 | |
| 	//      float clarity = clamp(fogShadingParameter
 | |
| 	//		* (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
 | |
| 	// As additions usually come for free following a multiplication, the new formula
 | |
| 	// should be more efficient as well.
 | |
| 	// Note: clarity = (1 - fogginess)
 | |
| 	float clarity = clamp(fogShadingParameter
 | |
| 		- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
 | |
| 	col = mix(skyBgColor, col, clarity);
 | |
| 	col = vec4(col.rgb, base.a);
 | |
| 
 | |
| 	gl_FragData[0] = col;
 | |
| }
 |