mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
add floodfill light propagation in vl fog. fix up nether and end shaders. tweaked shadows some. improved filtering for shadows/ssao, and VL fog. improved the "clouds intersect terrain" setting
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@ -1,8 +1,16 @@
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uniform float far;
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uniform int dhRenderDistance;
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const float k = 1.8;
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const float d0 = 0.04 + max(64.0 - shadowDistance, 0.0)/64.0 * 0.26;
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const float d0 = 0.04 + max(64.0 - shadowDistance, 0.0)/64.0 * 0.26;
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const float d1 = 0.61;
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float a = exp(d0);
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float b = (exp(d1)-a)*150./128.0;
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// thank you Espen
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#ifdef DISTANT_HORIZONS_SHADOWMAP
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float b = (exp(d1)-a)*min(dhRenderDistance, shadowDistance)/shadowDistance;
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#else
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float b = (exp(d1)-a)*min(far+16.0*3.5, shadowDistance)/shadowDistance;
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#endif
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vec4 BiasShadowProjection(in vec4 projectedShadowSpacePosition) {
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@ -13,67 +21,4 @@ vec4 BiasShadowProjection(in vec4 projectedShadowSpacePosition) {
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float calcDistort(vec2 worldpos){
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return 1.0/(log(length(worldpos)*b+a)*k);
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}
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uniform float far;
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/*
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mat4 BuildOrthoProjectionMatrix(const in float width, const in float height, const in float zNear, const in float zFar) {
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return mat4(
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vec4(2.0 / width, 0.0, 0.0, 0.0),
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vec4(0.0, 2.0 / height, 0.0, 0.0),
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vec4(0.0, 0.0, -2.0 / (zFar - zNear), 0.0),
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vec4(0.0, 0.0, -(zFar + zNear)/(zFar - zNear), 1.0));
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}
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mat4 BuildTranslationMatrix(const in vec3 delta) {
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return mat4(
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vec4(1.0, 0.0, 0.0, 0.0),
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vec4(0.0, 1.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(delta, 1.0));
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}
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uniform vec3 CamPos;
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// vec3 LightDir = vec3(1.0, 0.5, 1.0);
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float rate = frameTimeCounter;
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vec3 LightDir = vec3(sin(rate), 0.3, cos(rate));
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// vec3 LightDir = vec3(cos(rate),sin(rate),cos(rate));
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const float shadowIntervalSize = 2.0f;
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vec3 GetShadowIntervalOffset() {
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return fract(CamPos / shadowIntervalSize) * shadowIntervalSize - vec3(3,0,1);
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}
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mat4 BuildShadowViewMatrix(const in vec3 localLightDir) {
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const vec3 worldUp = vec3(1, 0, 0);
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vec3 zaxis = localLightDir;
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// float check = localLightDir.y;
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// if(check < 0.0) zaxis.y = -zaxis.y;
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vec3 xaxis = normalize(cross(worldUp, zaxis));
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vec3 yaxis = normalize(cross(zaxis, xaxis));
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mat4 shadowModelViewEx = mat4(1.0);
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shadowModelViewEx[0].xyz = vec3(xaxis.x, yaxis.x, zaxis.x);
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shadowModelViewEx[1].xyz = vec3(xaxis.y, yaxis.y, zaxis.y);
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shadowModelViewEx[2].xyz = vec3(xaxis.z, yaxis.z, zaxis.z);
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vec3 intervalOffset = GetShadowIntervalOffset();
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mat4 translation = BuildTranslationMatrix(intervalOffset);
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return shadowModelViewEx * translation;
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}
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mat4 BuildShadowProjectionMatrix() {
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float maxDist = min(shadowDistance, far);
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return BuildOrthoProjectionMatrix(maxDist, maxDist, -far, far);
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}
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// mat4 Custom_ViewMatrix = BuildShadowViewMatrix(LightDir);
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// mat4 Custom_ProjectionMatrix = BuildShadowProjectionMatrix();
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*/
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}
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