opengl_fragment.glsl 14 KB

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  1. uniform sampler2D baseTexture;
  2. uniform vec3 dayLight;
  3. uniform lowp vec4 fogColor;
  4. uniform float fogDistance;
  5. uniform float fogShadingParameter;
  6. // The cameraOffset is the current center of the visible world.
  7. uniform highp 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 highp vec3 eyeVec;
  42. varying float nightRatio;
  43. #ifdef ENABLE_DYNAMIC_SHADOWS
  44. // assuming near is always 1.0
  45. float getLinearDepth()
  46. {
  47. return 2.0 * f_shadowfar / (f_shadowfar + 1.0 - (2.0 * gl_FragCoord.z - 1.0) * (f_shadowfar - 1.0));
  48. }
  49. vec3 getLightSpacePosition()
  50. {
  51. return shadow_position * 0.5 + 0.5;
  52. }
  53. // custom smoothstep implementation because it's not defined in glsl1.2
  54. // https://docs.gl/sl4/smoothstep
  55. float mtsmoothstep(in float edge0, in float edge1, in float x)
  56. {
  57. float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
  58. return t * t * (3.0 - 2.0 * t);
  59. }
  60. #ifdef COLORED_SHADOWS
  61. // c_precision of 128 fits within 7 base-10 digits
  62. const float c_precision = 128.0;
  63. const float c_precisionp1 = c_precision + 1.0;
  64. float packColor(vec3 color)
  65. {
  66. return floor(color.b * c_precision + 0.5)
  67. + floor(color.g * c_precision + 0.5) * c_precisionp1
  68. + floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
  69. }
  70. vec3 unpackColor(float value)
  71. {
  72. vec3 color;
  73. color.b = mod(value, c_precisionp1) / c_precision;
  74. color.g = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
  75. color.r = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
  76. return color;
  77. }
  78. vec4 getHardShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  79. {
  80. vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy).rgba;
  81. float visibility = step(0.0, realDistance - texDepth.r);
  82. vec4 result = vec4(visibility, vec3(0.0,0.0,0.0));//unpackColor(texDepth.g));
  83. if (visibility < 0.1) {
  84. visibility = step(0.0, realDistance - texDepth.b);
  85. result = vec4(visibility, unpackColor(texDepth.a));
  86. }
  87. return result;
  88. }
  89. #else
  90. float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  91. {
  92. float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
  93. float visibility = step(0.0, realDistance - texDepth);
  94. return visibility;
  95. }
  96. #endif
  97. #if SHADOW_FILTER == 2
  98. #define PCFBOUND 2.0 // 5x5
  99. #define PCFSAMPLES 25
  100. #elif SHADOW_FILTER == 1
  101. #define PCFBOUND 1.0 // 3x3
  102. #define PCFSAMPLES 9
  103. #else
  104. #define PCFBOUND 0.0
  105. #define PCFSAMPLES 1
  106. #endif
  107. #ifdef COLORED_SHADOWS
  108. float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  109. {
  110. vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy);
  111. float depth = max(realDistance - texDepth.r, realDistance - texDepth.b);
  112. return depth;
  113. }
  114. #else
  115. float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  116. {
  117. float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
  118. float depth = realDistance - texDepth;
  119. return depth;
  120. }
  121. #endif
  122. #define BASEFILTERRADIUS 1.0
  123. float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  124. {
  125. // Return fast if sharp shadows are requested
  126. if (PCFBOUND == 0.0 || SOFTSHADOWRADIUS <= 0.0)
  127. return 0.0;
  128. vec2 clampedpos;
  129. float y, x;
  130. float depth = getHardShadowDepth(shadowsampler, smTexCoord.xy, realDistance);
  131. // A factor from 0 to 1 to reduce blurring of short shadows
  132. float sharpness_factor = 1.0;
  133. // conversion factor from shadow depth to blur radius
  134. float depth_to_blur = f_shadowfar / SOFTSHADOWRADIUS / xyPerspectiveBias0;
  135. if (depth > 0.0 && f_normal_length > 0.0)
  136. // 5 is empirical factor that controls how fast shadow loses sharpness
  137. sharpness_factor = clamp(5.0 * depth * depth_to_blur, 0.0, 1.0);
  138. depth = 0.0;
  139. float world_to_texture = xyPerspectiveBias1 / perspective_factor / perspective_factor
  140. * f_textureresolution / 2.0 / f_shadowfar;
  141. float world_radius = 0.2; // shadow blur radius in world float coordinates, e.g. 0.2 = 0.02 of one node
  142. return max(BASEFILTERRADIUS * f_textureresolution / 4096.0, sharpness_factor * world_radius * world_to_texture * SOFTSHADOWRADIUS);
  143. }
  144. #ifdef POISSON_FILTER
  145. const vec2[64] poissonDisk = vec2[64](
  146. vec2(0.170019, -0.040254),
  147. vec2(-0.299417, 0.791925),
  148. vec2(0.645680, 0.493210),
  149. vec2(-0.651784, 0.717887),
  150. vec2(0.421003, 0.027070),
  151. vec2(-0.817194, -0.271096),
  152. vec2(-0.705374, -0.668203),
  153. vec2(0.977050, -0.108615),
  154. vec2(0.063326, 0.142369),
  155. vec2(0.203528, 0.214331),
  156. vec2(-0.667531, 0.326090),
  157. vec2(-0.098422, -0.295755),
  158. vec2(-0.885922, 0.215369),
  159. vec2(0.566637, 0.605213),
  160. vec2(0.039766, -0.396100),
  161. vec2(0.751946, 0.453352),
  162. vec2(0.078707, -0.715323),
  163. vec2(-0.075838, -0.529344),
  164. vec2(0.724479, -0.580798),
  165. vec2(0.222999, -0.215125),
  166. vec2(-0.467574, -0.405438),
  167. vec2(-0.248268, -0.814753),
  168. vec2(0.354411, -0.887570),
  169. vec2(0.175817, 0.382366),
  170. vec2(0.487472, -0.063082),
  171. vec2(0.355476, 0.025357),
  172. vec2(-0.084078, 0.898312),
  173. vec2(0.488876, -0.783441),
  174. vec2(0.470016, 0.217933),
  175. vec2(-0.696890, -0.549791),
  176. vec2(-0.149693, 0.605762),
  177. vec2(0.034211, 0.979980),
  178. vec2(0.503098, -0.308878),
  179. vec2(-0.016205, -0.872921),
  180. vec2(0.385784, -0.393902),
  181. vec2(-0.146886, -0.859249),
  182. vec2(0.643361, 0.164098),
  183. vec2(0.634388, -0.049471),
  184. vec2(-0.688894, 0.007843),
  185. vec2(0.464034, -0.188818),
  186. vec2(-0.440840, 0.137486),
  187. vec2(0.364483, 0.511704),
  188. vec2(0.034028, 0.325968),
  189. vec2(0.099094, -0.308023),
  190. vec2(0.693960, -0.366253),
  191. vec2(0.678884, -0.204688),
  192. vec2(0.001801, 0.780328),
  193. vec2(0.145177, -0.898984),
  194. vec2(0.062655, -0.611866),
  195. vec2(0.315226, -0.604297),
  196. vec2(-0.780145, 0.486251),
  197. vec2(-0.371868, 0.882138),
  198. vec2(0.200476, 0.494430),
  199. vec2(-0.494552, -0.711051),
  200. vec2(0.612476, 0.705252),
  201. vec2(-0.578845, -0.768792),
  202. vec2(-0.772454, -0.090976),
  203. vec2(0.504440, 0.372295),
  204. vec2(0.155736, 0.065157),
  205. vec2(0.391522, 0.849605),
  206. vec2(-0.620106, -0.328104),
  207. vec2(0.789239, -0.419965),
  208. vec2(-0.545396, 0.538133),
  209. vec2(-0.178564, -0.596057)
  210. );
  211. #ifdef COLORED_SHADOWS
  212. vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  213. {
  214. float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
  215. if (radius < 0.1) {
  216. // we are in the middle of even brightness, no need for filtering
  217. return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
  218. }
  219. vec2 clampedpos;
  220. vec4 visibility = vec4(0.0);
  221. float scale_factor = radius / f_textureresolution;
  222. int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
  223. samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
  224. int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
  225. int end_offset = int(samples) + init_offset;
  226. for (int x = init_offset; x < end_offset; x++) {
  227. clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
  228. visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
  229. }
  230. return visibility / samples;
  231. }
  232. #else
  233. float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  234. {
  235. float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
  236. if (radius < 0.1) {
  237. // we are in the middle of even brightness, no need for filtering
  238. return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
  239. }
  240. vec2 clampedpos;
  241. float visibility = 0.0;
  242. float scale_factor = radius / f_textureresolution;
  243. int samples = (1 + 1 * int(SOFTSHADOWRADIUS > 1.0)) * PCFSAMPLES; // scale max samples for the soft shadows
  244. samples = int(clamp(pow(4.0 * radius + 1.0, 2.0), 1.0, float(samples)));
  245. int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
  246. int end_offset = int(samples) + init_offset;
  247. for (int x = init_offset; x < end_offset; x++) {
  248. clampedpos = poissonDisk[x] * scale_factor + smTexCoord.xy;
  249. visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
  250. }
  251. return visibility / samples;
  252. }
  253. #endif
  254. #else
  255. /* poisson filter disabled */
  256. #ifdef COLORED_SHADOWS
  257. vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  258. {
  259. float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
  260. if (radius < 0.1) {
  261. // we are in the middle of even brightness, no need for filtering
  262. return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
  263. }
  264. vec2 clampedpos;
  265. vec4 visibility = vec4(0.0);
  266. float x, y;
  267. float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
  268. bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
  269. float scale_factor = radius / bound / f_textureresolution;
  270. float n = 0.0;
  271. // basic PCF filter
  272. for (y = -bound; y <= bound; y += 1.0)
  273. for (x = -bound; x <= bound; x += 1.0) {
  274. clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
  275. visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
  276. n += 1.0;
  277. }
  278. return visibility / max(n, 1.0);
  279. }
  280. #else
  281. float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
  282. {
  283. float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance);
  284. if (radius < 0.1) {
  285. // we are in the middle of even brightness, no need for filtering
  286. return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
  287. }
  288. vec2 clampedpos;
  289. float visibility = 0.0;
  290. float x, y;
  291. float bound = (1 + 0.5 * int(SOFTSHADOWRADIUS > 1.0)) * PCFBOUND; // scale max bound for soft shadows
  292. bound = clamp(0.5 * (4.0 * radius - 1.0), 0.5, bound);
  293. float scale_factor = radius / bound / f_textureresolution;
  294. float n = 0.0;
  295. // basic PCF filter
  296. for (y = -bound; y <= bound; y += 1.0)
  297. for (x = -bound; x <= bound; x += 1.0) {
  298. clampedpos = vec2(x,y) * scale_factor + smTexCoord.xy;
  299. visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
  300. n += 1.0;
  301. }
  302. return visibility / max(n, 1.0);
  303. }
  304. #endif
  305. #endif
  306. #endif
  307. void main(void)
  308. {
  309. vec3 color;
  310. vec2 uv = varTexCoord.st;
  311. vec4 base = texture2D(baseTexture, uv).rgba;
  312. // If alpha is zero, we can just discard the pixel. This fixes transparency
  313. // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
  314. // and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
  315. #ifdef USE_DISCARD
  316. if (base.a == 0.0)
  317. discard;
  318. #endif
  319. #ifdef USE_DISCARD_REF
  320. if (base.a < 0.5)
  321. discard;
  322. #endif
  323. color = base.rgb;
  324. vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
  325. #ifdef ENABLE_DYNAMIC_SHADOWS
  326. if (f_shadow_strength > 0.0) {
  327. float shadow_int = 0.0;
  328. vec3 shadow_color = vec3(0.0, 0.0, 0.0);
  329. vec3 posLightSpace = getLightSpacePosition();
  330. float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
  331. if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
  332. distance_rate = 0.0;
  333. float f_adj_shadow_strength = max(adj_shadow_strength - mtsmoothstep(0.9, 1.1, posLightSpace.z),0.0);
  334. if (distance_rate > 1e-7) {
  335. #ifdef COLORED_SHADOWS
  336. vec4 visibility;
  337. if (cosLight > 0.0 || f_normal_length < 1e-3)
  338. visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
  339. else
  340. visibility = vec4(1.0, 0.0, 0.0, 0.0);
  341. shadow_int = visibility.r;
  342. shadow_color = visibility.gba;
  343. #else
  344. if (cosLight > 0.0 || f_normal_length < 1e-3)
  345. shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
  346. else
  347. shadow_int = 1.0;
  348. #endif
  349. shadow_int *= distance_rate;
  350. shadow_int = clamp(shadow_int, 0.0, 1.0);
  351. }
  352. // turns out that nightRatio falls off much faster than
  353. // actual brightness of artificial light in relation to natual light.
  354. // Power ratio was measured on torches in MTG (brightness = 14).
  355. float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
  356. // Apply self-shadowing when light falls at a narrow angle to the surface
  357. // Cosine of the cut-off angle.
  358. const float self_shadow_cutoff_cosine = 0.035;
  359. if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
  360. shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
  361. shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
  362. }
  363. shadow_int *= f_adj_shadow_strength;
  364. // calculate fragment color from components:
  365. col.rgb =
  366. adjusted_night_ratio * col.rgb + // artificial light
  367. (1.0 - adjusted_night_ratio) * ( // natural light
  368. col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
  369. dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
  370. }
  371. #endif
  372. // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
  373. // the fog will only be rendered correctly if the last operation before the
  374. // clamp() is an addition. Else, the clamp() seems to be ignored.
  375. // E.g. the following won't work:
  376. // float clarity = clamp(fogShadingParameter
  377. // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
  378. // As additions usually come for free following a multiplication, the new formula
  379. // should be more efficient as well.
  380. // Note: clarity = (1 - fogginess)
  381. float clarity = clamp(fogShadingParameter
  382. - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
  383. col = mix(fogColor, col, clarity);
  384. col = vec4(col.rgb, base.a);
  385. gl_FragData[0] = col;
  386. }