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shadowSampling.glsl
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110 lines (91 loc) · 3.66 KB
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vec3 GetShadowPos(vec3 playerPos) {
vec3 shadowPos = PlayerToShadow(playerPos);
float distb = length(shadowPos.xy);
float distortFactor = distb * shadowMapBias + (1.0 - shadowMapBias);
shadowPos.xy /= distortFactor;
shadowPos.z *= 0.2;
return shadowPos * 0.5 + 0.5;
}
vec3 SampleShadow(vec3 shadowPos, float colorMult, float colorPow) {
float shadow0 = shadow2D(shadowtex0, vec3(shadowPos.st, shadowPos.z)).x;
vec3 shadowcol = vec3(0.0);
if (shadow0 < 1.0) {
float shadow1 = shadow2D(shadowtex1, vec3(shadowPos.st, shadowPos.z)).x;
if (shadow1 > 0.9999) {
shadowcol = texture2D(shadowcolor0, shadowPos.st).rgb * shadow1;
shadowcol *= colorMult;
shadowcol = pow(shadowcol, vec3(colorPow));
}
}
return shadowcol * (1.0 - shadow0) + shadow0;
}
float InterleavedGradientNoiseForShadows() {
float n = 52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y);
#if !defined GBUFFERS_ENTITIES && !defined GBUFFERS_HAND && !defined GBUFFERS_TEXTURED && defined TAA
return fract(n + goldenRatio * mod(float(frameCounter), 3600.0));
#else
return fract(n);
#endif
}
vec2 offsetDist(float x, int s) {
float n = fract(x * 2.427) * 3.1415;
return vec2(cos(n), sin(n)) * 1.4 * x / s;
}
vec3 SampleTAAFilteredShadow(vec3 shadowPos, float offset, int shadowSamples, bool leaves, float colorMult, float colorPow) {
vec3 shadow = vec3(0.0);
float gradientNoise = InterleavedGradientNoiseForShadows();
#if !defined GBUFFERS_ENTITIES && !defined GBUFFERS_HAND && !defined GBUFFERS_TEXTURED
offset *= 1.3875;
#else
shadowSamples *= 2;
offset *= 0.69375;
#endif
float shadowPosZM = shadowPos.z;
for (int i = 0; i < shadowSamples; i++) {
vec2 offset2 = offsetDist(gradientNoise + i, shadowSamples) * offset;
if (leaves) shadowPosZM = shadowPos.z - 0.12 * offset * (gradientNoise + i) / shadowSamples;
shadow += SampleShadow(vec3(shadowPos.st + offset2, shadowPosZM), colorMult, colorPow);
shadow += SampleShadow(vec3(shadowPos.st - offset2, shadowPosZM), colorMult, colorPow);
}
shadow /= shadowSamples * 2.0;
return shadow;
}
vec2 shadowOffsets[4] = vec2[4](
vec2( 1.0, 0.0),
vec2( 0.0, 1.0),
vec2(-1.0, 0.0),
vec2( 0.0,-1.0));
vec3 SampleBasicFilteredShadow(vec3 shadowPos, float offset) {
float shadow = 0.0;
for (int i = 0; i < 4; i++) {
shadow += shadow2D(shadowtex0, vec3(offset * shadowOffsets[i] + shadowPos.st, shadowPos.z)).x;
}
return vec3(shadow * 0.25);
}
vec3 GetShadow(vec3 shadowPos, float lightmapY, float offset, int shadowSamples, bool leaves) {
#if SHADOW_QUALITY > 0
#if ENTITY_SHADOW <= 1 && defined GBUFFERS_BLOCK
offset *= 4.0;
#else
#ifdef OVERWORLD
offset *= 1.0 + rainFactor2
#ifdef SUN_MOON_DURING_RAIN
* 2.0
#else
* 4.0
#endif
;
#else
offset *= 3.0;
#endif
#endif
#endif
float colorMult = 2.5 + 5.5 * pow1_5(lightmapY) + 2.0 * pow2(lightmapY); // 423HDSS: Shadow color strength is stored 10 times lower to allow for water shadows going above 1.0
float colorPow = mix(1.5 + 0.5 * float(isEyeInWater == 0), 0.5, pow2(pow2(lightmapY)));
#if SHADOW_QUALITY >= 1
vec3 shadow = SampleTAAFilteredShadow(shadowPos, offset, shadowSamples, leaves, colorMult, colorPow);
#else
vec3 shadow = SampleBasicFilteredShadow(shadowPos, offset);
#endif
return shadow;
}