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Improvements to colored shadows (#11516)
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x2048 committed Oct 1, 2021
1 parent 21113ad commit 982e03f
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Showing 5 changed files with 29 additions and 5 deletions.
9 changes: 7 additions & 2 deletions client/shaders/nodes_shader/opengl_fragment.glsl
Expand Up @@ -489,7 +489,11 @@ void main(void)
if (distance_rate > 1e-7) {

#ifdef COLORED_SHADOWS
vec4 visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
vec4 visibility;
if (cosLight > 0.0)
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
Expand All @@ -507,7 +511,8 @@ void main(void)

shadow_int = 1.0 - (shadow_int * f_adj_shadow_strength);

col.rgb = mix(shadow_color,col.rgb,shadow_int)*shadow_int;
// apply shadow (+color) as a factor to the material color
col.rgb = col.rgb * (1.0 - (1.0 - shadow_color) * (1.0 - pow(shadow_int, 2.0)));
// col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r;
#endif

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6 changes: 5 additions & 1 deletion client/shaders/object_shader/opengl_fragment.glsl
Expand Up @@ -351,7 +351,11 @@ void main(void)
vec3 posLightSpace = getLightSpacePosition();

#ifdef COLORED_SHADOWS
vec4 visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
vec4 visibility;
if (cosLight > 0.0)
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
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7 changes: 6 additions & 1 deletion client/shaders/shadow_shaders/pass1_trans_fragment.glsl
Expand Up @@ -2,6 +2,8 @@ uniform sampler2D ColorMapSampler;
varying vec4 tPos;

#ifdef COLORED_SHADOWS
varying vec3 varColor;

// c_precision of 128 fits within 7 base-10 digits
const float c_precision = 128.0;
const float c_precisionp1 = c_precision + 1.0;
Expand Down Expand Up @@ -30,7 +32,10 @@ void main()

//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
#ifdef COLORED_SHADOWS
float packedColor = packColor(mix(col.rgb, black, col.a));
col.rgb *= varColor.rgb;
// alpha 0.0 results in all-white, 0.5 means full color, 1.0 means all black
// resulting color is used as a factor in the final shader
float packedColor = packColor(mix(mix(vec3(1.0), col.rgb, 2.0 * clamp(col.a, 0.0, 0.5)), black, 2.0 * clamp(col.a - 0.5, 0.0, 0.5)));
gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
#else
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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7 changes: 7 additions & 0 deletions client/shaders/shadow_shaders/pass1_trans_vertex.glsl
@@ -1,5 +1,8 @@
uniform mat4 LightMVP; // world matrix
varying vec4 tPos;
#ifdef COLORED_SHADOWS
varying vec3 varColor;
#endif

const float bias0 = 0.9;
const float zPersFactor = 0.5;
Expand All @@ -23,4 +26,8 @@ void main()

gl_Position = vec4(tPos.xyz, 1.0);
gl_TexCoord[0].st = gl_MultiTexCoord0.st;

#ifdef COLORED_SHADOWS
varColor = gl_Color.rgb;
#endif
}
5 changes: 4 additions & 1 deletion src/client/clientmap.cpp
Expand Up @@ -461,7 +461,10 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
layer.Texture = shadow->get_texture();
layer.TextureWrapU = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
layer.TextureWrapV = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
layer.TrilinearFilter = true;
// Do not enable filter on shadow texture to avoid visual artifacts
// with colored shadows.
// Filtering is done in shader code anyway
layer.TrilinearFilter = false;
}
driver->setMaterial(material);
++material_swaps;
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