Reuse normal offset calculation for nodes

This commit is contained in:
Dmitry Kostenko 2022-02-20 00:18:39 +01:00 committed by x2048
parent 4801bdf45a
commit b651bbf446
2 changed files with 16 additions and 5 deletions

View File

@ -74,8 +74,7 @@ vec3 getLightSpacePosition()
#if DRAW_TYPE == NDT_PLANTLIKE
pLightSpace = m_ShadowViewProj * vec4(worldPosition, 1.0);
#else
float offsetScale = (0.0057 * getLinearDepth() + normalOffsetScale);
pLightSpace = m_ShadowViewProj * vec4(worldPosition + offsetScale * normalize(vNormal), 1.0);
pLightSpace = m_ShadowViewProj * vec4(worldPosition + normalOffsetScale * normalize(vNormal), 1.0);
#endif
pLightSpace = getPerspectiveFactor(pLightSpace);
return pLightSpace.xyz * 0.5 + 0.5;

View File

@ -45,6 +45,8 @@ varying float nightRatio;
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
const float e = 2.718281828459;
const float BS = 10.0;
const float bias0 = 0.9;
const float bias1 = 1.0 - bias0;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
@ -195,10 +197,20 @@ void main(void)
#ifdef ENABLE_DYNAMIC_SHADOWS
vec3 nNormal = normalize(vNormal);
cosLight = dot(nNormal, -v_LightDirection);
float texelSize = 767.0 / f_textureresolution;
float slopeScale = clamp(1.0 - abs(cosLight), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;
// Calculate normal offset scale based on the texel size adjusted for
// curvature of the SM texture. This code must be change together with
// getPerspectiveFactor or any light-space transformation.
vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
// Distance from the vertex to the player
float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
// perspective factor estimation according to the
float perspectiveFactor = distanceToPlayer * bias0 + bias1;
float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
(f_textureresolution * bias1 - perspectiveFactor * bias0);
float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *
(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));