opengl_fragment.glsl 14 KB

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  1. uniform sampler2D baseTexture;
  2. uniform vec3 dayLight;
  3. uniform vec4 skyBgColor;
  4. uniform float fogDistance;
  5. uniform vec3 eyePosition;
  6. // The cameraOffset is the current center of the visible world.
  7. uniform vec3 cameraOffset;
  8. uniform float animationTimer;
  9. #ifdef ENABLE_DYNAMIC_SHADOWS
  10. // shadow texture
  11. uniform sampler2D ShadowMapSampler;
  12. // shadow uniforms
  13. uniform vec3 v_LightDirection;
  14. uniform float f_textureresolution;
  15. uniform mat4 m_ShadowViewProj;
  16. uniform float f_shadowfar;
  17. uniform float f_shadow_strength;
  18. uniform vec4 CameraPos;
  19. uniform float xyPerspectiveBias0;
  20. uniform float xyPerspectiveBias1;
  21. varying float adj_shadow_strength;
  22. varying float cosLight;
  23. varying float f_normal_length;
  24. varying vec3 shadow_position;
  25. varying float perspective_factor;
  26. #endif
  27. varying vec3 vNormal;
  28. varying vec3 vPosition;
  29. // World position in the visible world (i.e. relative to the cameraOffset.)
  30. // This can be used for many shader effects without loss of precision.
  31. // If the absolute position is required it can be calculated with
  32. // cameraOffset + worldPosition (for large coordinates the limits of float
  33. // precision must be considered).
  34. varying vec3 worldPosition;
  35. varying lowp vec4 varColor;
  36. #ifdef GL_ES
  37. varying mediump vec2 varTexCoord;
  38. #else
  39. centroid varying vec2 varTexCoord;
  40. #endif
  41. varying vec3 eyeVec;
  42. varying float nightRatio;
  43. varying vec3 tsEyeVec;
  44. varying vec3 lightVec;
  45. varying vec3 tsLightVec;
  46. const float fogStart = FOG_START;
  47. const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
  48. #ifdef ENABLE_DYNAMIC_SHADOWS
  49. // assuming near is always 1.0
  50. float getLinearDepth()
  51. {
  52. return 2.0 * f_shadowfar / (f_shadowfar + 1.0 - (2.0 * gl_FragCoord.z - 1.0) * (f_shadowfar - 1.0));
  53. }
  54. vec3 getLightSpacePosition()
  55. {
  56. return shadow_position * 0.5 + 0.5;
  57. }
  58. // custom smoothstep implementation because it's not defined in glsl1.2
  59. // https://docs.gl/sl4/smoothstep
  60. float mtsmoothstep(in float edge0, in float edge1, in float x)
  61. {
  62. float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
  63. return t * t * (3.0 - 2.0 * t);
  64. }
  65. #ifdef COLORED_SHADOWS
  66. // c_precision of 128 fits within 7 base-10 digits
  67. const float c_precision = 128.0;
  68. const float c_precisionp1 = c_precision + 1.0;
  69. float packColor(vec3 color)
  70. {
  71. return floor(color.b * c_precision + 0.5)
  72. + floor(color.g * c_precision + 0.5) * c_precisionp1
  73. + floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
  74. }
  75. vec3 unpackColor(float value)
  76. {
  77. vec3 color;
  78. color.b = mod(value, c_precisionp1) / c_precision;
  79. color.g = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
  80. color.r = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
  81. return color;
  82. }
  83. vec4 getHardShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  84. {
  85. vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy).rgba;
  86. float visibility = step(0.0, realDistance - texDepth.r);
  87. vec4 result = vec4(visibility, vec3(0.0,0.0,0.0));//unpackColor(texDepth.g));
  88. if (visibility < 0.1) {
  89. visibility = step(0.0, realDistance - texDepth.b);
  90. result = vec4(visibility, unpackColor(texDepth.a));
  91. }
  92. return result;
  93. }
  94. #else
  95. float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  96. {
  97. float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
  98. float visibility = step(0.0, realDistance - texDepth);
  99. return visibility;
  100. }
  101. #endif
  102. #if SHADOW_FILTER == 2
  103. #define PCFBOUND 2.0 // 5x5
  104. #define PCFSAMPLES 25
  105. #elif SHADOW_FILTER == 1
  106. #define PCFBOUND 1.0 // 3x3
  107. #define PCFSAMPLES 9
  108. #else
  109. #define PCFBOUND 0.0
  110. #define PCFSAMPLES 1
  111. #endif
  112. #ifdef COLORED_SHADOWS
  113. float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  114. {
  115. vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy);
  116. float depth = max(realDistance - texDepth.r, realDistance - texDepth.b);
  117. return depth;
  118. }
  119. #else
  120. float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  121. {
  122. float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
  123. float depth = realDistance - texDepth;
  124. return depth;
  125. }
  126. #endif
  127. #define BASEFILTERRADIUS 1.0
  128. float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  129. {
  130. // Return fast if sharp shadows are requested
  131. if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
  132. return 0.0;
  133. vec2 clampedpos;
  134. float y, x;
  135. float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
  136. // A factor from 0 to 1 to reduce blurring of short shadows
  137. float sharpness_factor = 1.0;
  138. // conversion factor from shadow depth to blur radius
  139. float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
  140. if (depth > 0.0 && f_normal_length > 0.0)
  141. // 5 is empirical factor that controls how fast shadow loses sharpness
  142. sharpness_factor = clamp(5 * depth * depth_to_blur, 0.0, 1.0);
  143. depth = 0.0;
  144. float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
  145. * f_textureresolution / 2.0 / f_shadowfar;
  146. float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
  147. return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
  148. }
  149. #ifdef POISSON_FILTER
  150. const vec2[64] poissonDisk = vec2[64](
  151. vec2(0.170019, -0.040254),
  152. vec2(-0.299417, 0.791925),
  153. vec2(0.645680, 0.493210),
  154. vec2(-0.651784, 0.717887),
  155. vec2(0.421003, 0.027070),
  156. vec2(-0.817194, -0.271096),
  157. vec2(-0.705374, -0.668203),
  158. vec2(0.977050, -0.108615),
  159. vec2(0.063326, 0.142369),
  160. vec2(0.203528, 0.214331),
  161. vec2(-0.667531, 0.326090),
  162. vec2(-0.098422, -0.295755),
  163. vec2(-0.885922, 0.215369),
  164. vec2(0.566637, 0.605213),
  165. vec2(0.039766, -0.396100),
  166. vec2(0.751946, 0.453352),
  167. vec2(0.078707, -0.715323),
  168. vec2(-0.075838, -0.529344),
  169. vec2(0.724479, -0.580798),
  170. vec2(0.222999, -0.215125),
  171. vec2(-0.467574, -0.405438),
  172. vec2(-0.248268, -0.814753),
  173. vec2(0.354411, -0.887570),
  174. vec2(0.175817, 0.382366),
  175. vec2(0.487472, -0.063082),
  176. vec2(0.355476, 0.025357),
  177. vec2(-0.084078, 0.898312),
  178. vec2(0.488876, -0.783441),
  179. vec2(0.470016, 0.217933),
  180. vec2(-0.696890, -0.549791),
  181. vec2(-0.149693, 0.605762),
  182. vec2(0.034211, 0.979980),
  183. vec2(0.503098, -0.308878),
  184. vec2(-0.016205, -0.872921),
  185. vec2(0.385784, -0.393902),
  186. vec2(-0.146886, -0.859249),
  187. vec2(0.643361, 0.164098),
  188. vec2(0.634388, -0.049471),
  189. vec2(-0.688894, 0.007843),
  190. vec2(0.464034, -0.188818),
  191. vec2(-0.440840, 0.137486),
  192. vec2(0.364483, 0.511704),
  193. vec2(0.034028, 0.325968),
  194. vec2(0.099094, -0.308023),
  195. vec2(0.693960, -0.366253),
  196. vec2(0.678884, -0.204688),
  197. vec2(0.001801, 0.780328),
  198. vec2(0.145177, -0.898984),
  199. vec2(0.062655, -0.611866),
  200. vec2(0.315226, -0.604297),
  201. vec2(-0.780145, 0.486251),
  202. vec2(-0.371868, 0.882138),
  203. vec2(0.200476, 0.494430),
  204. vec2(-0.494552, -0.711051),
  205. vec2(0.612476, 0.705252),
  206. vec2(-0.578845, -0.768792),
  207. vec2(-0.772454, -0.090976),
  208. vec2(0.504440, 0.372295),
  209. vec2(0.155736, 0.065157),
  210. vec2(0.391522, 0.849605),
  211. vec2(-0.620106, -0.328104),
  212. vec2(0.789239, -0.419965),
  213. vec2(-0.545396, 0.538133),
  214. vec2(-0.178564, -0.596057)
  215. );
  216. #ifdef COLORED_SHADOWS
  217. vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  218. {
  219. float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
  220. if (radius < 0.1) {
  221. // we are in the middle of even brightness, no need for filtering
  222. return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
  223. }
  224. vec2 clampedpos;
  225. vec4 visibility = vec4(0.0);
  226. float scale_factor = radius / f_textureresolution;
  227. int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
  228. samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
  229. int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
  230. int end_offset = int(samples) + init_offset;
  231. for (int x = init_offset; x < end_offset; x++) {
  232. clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
  233. visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
  234. }
  235. return visibility / samples;
  236. }
  237. #else
  238. float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  239. {
  240. float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
  241. if (radius < 0.1) {
  242. // we are in the middle of even brightness, no need for filtering
  243. return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
  244. }
  245. vec2 clampedpos;
  246. float visibility = 0.0;
  247. float scale_factor = radius / f_textureresolution;
  248. int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
  249. samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
  250. int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
  251. int end_offset = int(samples) + init_offset;
  252. for (int x = init_offset; x < end_offset; x++) {
  253. clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
  254. visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
  255. }
  256. return visibility / samples;
  257. }
  258. #endif
  259. #else
  260. /* poisson filter disabled */
  261. #ifdef COLORED_SHADOWS
  262. vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  263. {
  264. float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
  265. if (radius < 0.1) {
  266. // we are in the middle of even brightness, no need for filtering
  267. return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
  268. }
  269. vec2 clampedpos;
  270. vec4 visibility = vec4(0.0);
  271. float x, y;
  272. float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
  273. bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
  274. float scale_factor = radius / bound / f_textureresolution;
  275. float n = 0.0;
  276. // basic PCF filter
  277. for (y = -bound; y <= bound; y += 1.0)
  278. for (x = -bound; x <= bound; x += 1.0) {
  279. clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
  280. visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
  281. n += 1.0;
  282. }
  283. return visibility / max(n, 1.0);
  284. }
  285. #else
  286. float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  287. {
  288. float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
  289. if (radius < 0.1) {
  290. // we are in the middle of even brightness, no need for filtering
  291. return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
  292. }
  293. vec2 clampedpos;
  294. float visibility = 0.0;
  295. float x, y;
  296. float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
  297. bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
  298. float scale_factor = radius / bound / f_textureresolution;
  299. float n = 0.0;
  300. // basic PCF filter
  301. for (y = -bound; y <= bound; y += 1.0)
  302. for (x = -bound; x <= bound; x += 1.0) {
  303. clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
  304. visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
  305. n += 1.0;
  306. }
  307. return visibility / max(n, 1.0);
  308. }
  309. #endif
  310. #endif
  311. #endif
  312. void main(void)
  313. {
  314. vec3 color;
  315. vec2 uv = varTexCoord.st;
  316. vec4 base = texture2D(baseTexture, uv).rgba;
  317. // If alpha is zero, we can just discard the pixel. This fixes transparency
  318. // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
  319. // and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
  320. #ifdef USE_DISCARD
  321. if (base.a == 0.0)
  322. discard;
  323. #endif
  324. #ifdef USE_DISCARD_REF
  325. if (base.a < 0.5)
  326. discard;
  327. #endif
  328. color = base.rgb;
  329. vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
  330. #ifdef ENABLE_DYNAMIC_SHADOWS
  331. if (f_shadow_strength > 0.0) {
  332. float shadow_int = 0.0;
  333. vec3 shadow_color = vec3(0.0, 0.0, 0.0);
  334. vec3 posLightSpace = getLightSpacePosition();
  335. float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
  336. if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
  337. distance_rate = 0.0;
  338. float f_adj_shadow_strength = max(adj_shadow_strength - mtsmoothstep(0.9, 1.1, posLightSpace.z),0.0);
  339. if (distance_rate > 1e-7) {
  340. #ifdef COLORED_SHADOWS
  341. vec4 visibility;
  342. if (cosLight > 0.0 || f_normal_length < 1e-3)
  343. visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
  344. else
  345. visibility = vec4(1.0, 0.0, 0.0, 0.0);
  346. shadow_int = visibility.r;
  347. shadow_color = visibility.gba;
  348. #else
  349. if (cosLight > 0.0 || f_normal_length < 1e-3)
  350. shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
  351. else
  352. shadow_int = 1.0;
  353. #endif
  354. shadow_int *= distance_rate;
  355. shadow_int = clamp(shadow_int, 0.0, 1.0);
  356. }
  357. // turns out that nightRatio falls off much faster than
  358. // actual brightness of artificial light in relation to natual light.
  359. // Power ratio was measured on torches in MTG (brightness = 14).
  360. float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
  361. // Apply self-shadowing when light falls at a narrow angle to the surface
  362. // Cosine of the cut-off angle.
  363. const float self_shadow_cutoff_cosine = 0.035;
  364. if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
  365. shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
  366. shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
  367. }
  368. shadow_int *= f_adj_shadow_strength;
  369. // calculate fragment color from components:
  370. col.rgb =
  371. adjusted_night_ratio * col.rgb + // artificial light
  372. (1.0 - adjusted_night_ratio) * ( // natural light
  373. col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
  374. dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
  375. }
  376. #endif
  377. // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
  378. // the fog will only be rendered correctly if the last operation before the
  379. // clamp() is an addition. Else, the clamp() seems to be ignored.
  380. // E.g. the following won't work:
  381. // float clarity = clamp(fogShadingParameter
  382. // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
  383. // As additions usually come for free following a multiplication, the new formula
  384. // should be more efficient as well.
  385. // Note: clarity = (1 - fogginess)
  386. float clarity = clamp(fogShadingParameter
  387. - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
  388. col = mix(skyBgColor, col, clarity);
  389. col = vec4(col.rgb, base.a);
  390. gl_FragData[0] = col;
  391. }