Fix shadow dithering. It's still pretty ugly tho, but looks okay if ssao is enabled. May add random kern in the future.

This commit is contained in:
Shyotl
2013-11-08 02:03:21 -06:00
parent 322ceceb60
commit 0d1c98b5f7
5 changed files with 33 additions and 24 deletions

View File

@@ -41,7 +41,7 @@ uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
uniform sampler2D noiseMap;
// Inputs
uniform mat4 shadow_matrix[6];
@@ -100,15 +100,16 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
stc.xyz /= stc.w;
stc.z += shadow_bias;
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
stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x);
//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
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(-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;
@@ -118,7 +119,8 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
{
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/proj_shadow_res.x);
//stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;

View File

@@ -156,7 +156,8 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
stc.xyz /= stc.w;
stc.z += shadow_bias;
stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/shadow_res.x);
//stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
@@ -173,7 +174,8 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
{
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
stc.x += (((texture2D(noiseMap, pos_screen/128.0).x)-.5)/proj_shadow_res.x);
//stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;