uniform sampler2D baseTexture; uniform vec4 skyBgColor; uniform float fogDistance; 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; varying float normalOffsetScale; varying float adj_shadow_strength; varying float cosLight; varying float f_normal_length; #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; const float fogStart = FOG_START; const float fogShadingParameter = 1.0 / ( 1.0 - fogStart); #ifdef ENABLE_DYNAMIC_SHADOWS const float bias0 = 0.9; const float zPersFactor = 0.5; const float bias1 = 1.0 - bias0 + 1e-6; vec4 getPerspectiveFactor(in vec4 shadowPosition) { float pDistance = length(shadowPosition.xy); float pFactor = pDistance * bias0 + bias1; shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor); return shadowPosition; } // 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() { vec4 pLightSpace; // some drawtypes have zero normals, so we need to handle it :( #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); #endif pLightSpace = getPerspectiveFactor(pLightSpace); return pLightSpace.xyz * 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 3.5 #define PCFSAMPLES 64.0 #elif SHADOW_FILTER == 1 #define PCFBOUND 1.5 #if defined(POISSON_FILTER) #define PCFSAMPLES 32.0 #else #define PCFSAMPLES 16.0 #endif #else #define PCFBOUND 0.0 #if defined(POISSON_FILTER) #define PCFSAMPLES 4.0 #else #define PCFSAMPLES 1.0 #endif #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 float getBaseLength(vec2 smTexCoord) { float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords return bias1 / (1.0 / l - bias0); // return to undistorted coords } float getDeltaPerspectiveFactor(float l) { return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10 } float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier) { float baseLength = getBaseLength(smTexCoord); float perspectiveFactor; // Return fast if sharp shadows are requested if (SOFTSHADOWRADIUS <= 1.0) { perspectiveFactor = getDeltaPerspectiveFactor(baseLength); return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS); } vec2 clampedpos; float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5); float y, x; float depth = 0.0; float pointDepth; float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier; float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND); int n = 0; for (y = -bound; y <= bound; y += 1.0) for (x = -bound; x <= bound; x += 1.0) { clampedpos = vec2(x,y); perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * maxRadius); clampedpos = clampedpos * texture_size * perspectiveFactor * maxRadius * perspectiveFactor + smTexCoord.xy; pointDepth = getHardShadowDepth(shadowsampler, clampedpos.xy, realDistance); if (pointDepth > -0.01) { depth += pointDepth; n += 1; } } depth = depth / n; depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001; perspectiveFactor = getDeltaPerspectiveFactor(baseLength); return max(length(smTexCoord.xy) * 2 * 2048 / f_textureresolution / pow(perspectiveFactor, 3), depth * maxRadius); } #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) { vec2 clampedpos; vec4 visibility = vec4(0.0); float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF if (radius < 0.1) { // we are in the middle of even brightness, no need for filtering return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance); } float baseLength = getBaseLength(smTexCoord); float perspectiveFactor; float texture_size = 1.0 / (f_textureresolution * 0.5); int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES)); 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]; perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius); clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy; visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance); } return visibility / samples; } #else float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) { vec2 clampedpos; float visibility = 0.0; float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF if (radius < 0.1) { // we are in the middle of even brightness, no need for filtering return getHardShadow(shadowsampler, smTexCoord.xy, realDistance); } float baseLength = getBaseLength(smTexCoord); float perspectiveFactor; float texture_size = 1.0 / (f_textureresolution * 0.5); int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES)); 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]; perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius); clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + 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) { vec2 clampedpos; vec4 visibility = vec4(0.0); float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0); if (radius < 0.1) { // we are in the middle of even brightness, no need for filtering return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance); } float baseLength = getBaseLength(smTexCoord); float perspectiveFactor; float texture_size = 1.0 / (f_textureresolution * 0.5); float y, x; float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND); int n = 0; // basic PCF filter for (y = -bound; y <= bound; y += 1.0) for (x = -bound; x <= bound; x += 1.0) { clampedpos = vec2(x,y); // screen offset perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound); clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance); n += 1; } return visibility / n; } #else float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance) { vec2 clampedpos; float visibility = 0.0; float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0); if (radius < 0.1) { // we are in the middle of even brightness, no need for filtering return getHardShadow(shadowsampler, smTexCoord.xy, realDistance); } float baseLength = getBaseLength(smTexCoord); float perspectiveFactor; float texture_size = 1.0 / (f_textureresolution * 0.5); float y, x; float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND); int n = 0; // basic PCF filter for (y = -bound; y <= bound; y += 1.0) for (x = -bound; x <= bound; x += 1.0) { clampedpos = vec2(x,y); // screen offset perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound); clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance); n += 1; } return visibility / n; } #endif #endif #endif #if ENABLE_TONE_MAPPING /* Hable's UC2 Tone mapping parameters A = 0.22; B = 0.30; C = 0.10; D = 0.20; E = 0.01; F = 0.30; W = 11.2; equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F */ vec3 uncharted2Tonemap(vec3 x) { return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333; } vec4 applyToneMapping(vec4 color) { color = vec4(pow(color.rgb, vec3(2.2)), color.a); const float gamma = 1.6; const float exposureBias = 5.5; color.rgb = uncharted2Tonemap(exposureBias * color.rgb); // Precalculated white_scale from //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W)); vec3 whiteScale = vec3(1.036015346); color.rgb *= whiteScale; return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a); } #endif void main(void) { vec3 color; vec2 uv = varTexCoord.st; vec4 base = texture2D(baseTexture, uv).rgba; #ifdef USE_DISCARD // 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. if (base.a == 0.0) { discard; } #endif color = base.rgb; vec4 col = vec4(color.rgb * varColor.rgb, 1.0); #ifdef ENABLE_DYNAMIC_SHADOWS float shadow_int = 0.0; vec3 shadow_color = vec3(0.0, 0.0, 0.0); vec3 posLightSpace = getLightSpacePosition(); float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0)); 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 = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z); shadow_int = visibility.r; shadow_color = visibility.gba; #else shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z); #endif shadow_int *= distance_rate; shadow_int *= 1.0 - nightRatio; } if (f_normal_length != 0 && cosLight < 0.035) { shadow_int = max(shadow_int, min(clamp(1.0-nightRatio, 0.0, 1.0), 1 - clamp(cosLight, 0.0, 0.035)/0.035)); } shadow_int = 1.0 - (shadow_int * f_adj_shadow_strength); col.rgb = mix(shadow_color,col.rgb,shadow_int)*shadow_int; // col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r; #endif #if ENABLE_TONE_MAPPING col = applyToneMapping(col); #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_FragColor = col; }