Skip to content
Snippets Groups Projects
Commit 38f69533 authored by Graham Linden's avatar Graham Linden
Browse files

Roll back fix for 10415 due to knock-on that must needs be tamped down.

parent 04cb0884
No related branches found
No related tags found
No related merge requests found
...@@ -48,28 +48,44 @@ uniform float shadow_bias; ...@@ -48,28 +48,44 @@ uniform float shadow_bias;
uniform float spot_shadow_bias; uniform float spot_shadow_bias;
uniform float spot_shadow_offset; uniform float spot_shadow_offset;
uniform float sun_up_factor;
uniform mat4 inv_proj; uniform mat4 inv_proj;
uniform vec2 screen_res; uniform vec2 screen_res;
vec3 decode_normal(vec2 enc); vec3 decode_normal(vec2 enc);
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
return shadow*0.2;
}
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
{ {
stc.xyz /= stc.w; stc.xyz /= stc.w;
stc.z += max(0.5, light_dir.z) * shadow_bias * 8.0 * bias_mul; stc.z += shadow_bias * bias_scale;
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here stc.x = floor(stc.x*pos_screen.x + fract(stc.y*pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
float cs = shadow2D(shadowMap, stc.xyz).x; float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs * 4.0; float shadow = cs;
shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
return shadow*0.2;
return shadow*0.125;
} }
float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
...@@ -95,10 +111,10 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) ...@@ -95,10 +111,10 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
{ {
float dp_sun = max(0.0, dot(sun_dir.xyz, norm)); float dp_sun = max(0.0, dot(sun_dir.xyz, norm));
float dp_moon = max(0.0, dot(moon_dir.xyz, norm)); float dp_moon = max(0.0, dot(moon_dir.xyz, norm));
float dp_directional_light = (sun_up_factor > 0) ? dp_sun : dp_moon; float dp_directional_light = max(dp_sun,dp_moon);
dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
vec3 light_dir = (sun_up_factor > 0) ? sun_dir : moon_dir; vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;
vec3 offset = light_dir * (1.0-dp_directional_light); vec3 offset = light_dir * (1.0-dp_directional_light);
vec3 shadow_pos = pos.xyz + (offset * shadow_bias); vec3 shadow_pos = pos.xyz + (offset * shadow_bias);
...@@ -125,7 +141,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) ...@@ -125,7 +141,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0; float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen, light_dir)*w; shadow += pcfShadowLegacy(shadowMap3, lpos)*w;
weight += w; weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
} }
...@@ -137,7 +153,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) ...@@ -137,7 +153,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0; float w = 1.0;
w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen, light_dir)*w; shadow += pcfShadowLegacy(shadowMap2, lpos)*w;
weight += w; weight += w;
} }
...@@ -148,7 +164,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) ...@@ -148,7 +164,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0; float w = 1.0;
w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen, light_dir)*w; shadow += pcfShadowLegacy(shadowMap1, lpos)*w;
weight += w; weight += w;
} }
...@@ -159,15 +175,14 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) ...@@ -159,15 +175,14 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
float w = 1.0; float w = 1.0;
w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen, light_dir)*w; shadow += pcfShadowLegacy(shadowMap0, lpos)*w;
weight += w; weight += w;
} }
shadow /= weight; shadow /= weight;
} }
shadow = min(dp_directional_light, shadow); return min(dp_directional_light, shadow);
return shadow;
} }
float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
...@@ -186,19 +201,11 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) ...@@ -186,19 +201,11 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
float weight = 0.0; float weight = 0.0;
{ {
lpos = shadow_matrix[4 + index]*spos;
float w = 1.0; float w = 1.0;
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
if (index == 0) shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w;
{
lpos = shadow_matrix[4]*spos;
shadow += pcfSpotShadow(shadowMap4, lpos, 0.8, spos.xy)*w;
}
else
{
lpos = shadow_matrix[5]*spos;
shadow += pcfSpotShadow(shadowMap5, lpos, 0.8, spos.xy)*w;
}
weight += w; weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
} }
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment