Fix shadow dithering. It's still pretty ugly tho, but looks okay if ssao is enabled. May add random kern in the future.
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@@ -60,6 +60,7 @@ uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2D noiseMap;
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uniform vec2 shadow_res;
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@@ -198,12 +199,13 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
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}
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#if HAS_SHADOW
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float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
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float pcfShadow(sampler2DShadow shadowMap, vec4 stc, vec2 pos_screen)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias;
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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
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stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x);
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//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
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs;
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@@ -451,14 +453,14 @@ vec3 fullbrightScaleSoftClip(vec3 light)
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void main()
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{
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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frag *= screen_res;
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vec4 pos = vec4(vary_position, 1.0);
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float shadow = 1.0;
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#if HAS_SHADOW
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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frag *= screen_res;
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vec4 spos = pos;
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if (spos.z > -shadow_clip.w)
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@@ -478,7 +480,7 @@ void main()
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float w = 1.0;
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w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap3, lpos)*w;
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shadow += pcfShadow(shadowMap3, lpos,frag.xy)*w;
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weight += w;
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shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
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}
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@@ -490,7 +492,7 @@ void main()
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float w = 1.0;
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w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
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w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap2, lpos)*w;
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shadow += pcfShadow(shadowMap2, lpos,frag.xy)*w;
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weight += w;
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}
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@@ -501,7 +503,7 @@ void main()
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float w = 1.0;
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w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
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w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
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shadow += pcfShadow(shadowMap1, lpos)*w;
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shadow += pcfShadow(shadowMap1, lpos,frag.xy)*w;
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weight += w;
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}
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@@ -512,7 +514,7 @@ void main()
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float w = 1.0;
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w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
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shadow += pcfShadow(shadowMap0, lpos)*w;
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shadow += pcfShadow(shadowMap0, lpos,frag.xy)*w;
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weight += w;
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}
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@@ -82,18 +82,20 @@ uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2D noiseMap;
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uniform mat4 shadow_matrix[6];
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uniform vec4 shadow_clip;
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uniform vec2 shadow_res;
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uniform float shadow_bias;
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float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
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float pcfShadow(sampler2DShadow shadowMap, vec4 stc, vec2 pos_screen)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias;
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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
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stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x);
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//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
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs;
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@@ -598,6 +600,7 @@ void main()
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vec3 pos = vary_position;
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#if HAS_SUN_SHADOW
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vec2 frag = vary_fragcoord.xy;
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float shadow = 0.0;
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vec4 spos = vec4(pos,1.0);
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@@ -617,7 +620,7 @@ void main()
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float w = 1.0;
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w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap3, lpos)*w;
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shadow += pcfShadow(shadowMap3, lpos,frag.xy)*w;
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weight += w;
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shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
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}
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@@ -629,7 +632,7 @@ void main()
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float w = 1.0;
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w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
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w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap2, lpos)*w;
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shadow += pcfShadow(shadowMap2, lpos,frag.xy)*w;
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weight += w;
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}
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@@ -640,7 +643,7 @@ void main()
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float w = 1.0;
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w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
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w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
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shadow += pcfShadow(shadowMap1, lpos)*w;
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shadow += pcfShadow(shadowMap1, lpos,frag.xy)*w;
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weight += w;
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}
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@@ -651,7 +654,7 @@ void main()
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float w = 1.0;
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w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
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shadow += pcfShadow(shadowMap0, lpos)*w;
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shadow += pcfShadow(shadowMap0, lpos,frag.xy)*w;
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weight += w;
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}
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@@ -41,7 +41,7 @@ uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2DShadow shadowMap4;
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uniform sampler2DShadow shadowMap5;
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uniform sampler2D noiseMap;
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// Inputs
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uniform mat4 shadow_matrix[6];
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@@ -100,15 +100,16 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
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stc.xyz /= stc.w;
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stc.z += shadow_bias;
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stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here
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stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x);
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//stc.x = floor(stc.x*shadow_res.x + fract(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
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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return shadow*0.2;
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@@ -118,7 +119,8 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
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{
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stc.xyz /= stc.w;
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stc.z += spot_shadow_bias*scl;
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stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
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stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/proj_shadow_res.x);
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//stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs;
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@@ -156,7 +156,8 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
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stc.xyz /= stc.w;
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stc.z += shadow_bias;
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stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
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stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x);
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//stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs;
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@@ -173,7 +174,8 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
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{
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stc.xyz /= stc.w;
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stc.z += spot_shadow_bias*scl;
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stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
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stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/proj_shadow_res.x);
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//stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs;
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@@ -9642,7 +9642,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
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renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, mask, TRUE, TRUE);
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renderMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, mask, TRUE, TRUE);
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gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
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//renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
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renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
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mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;
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