ADD Colored shadows

This commit is contained in:
Xonk
2024-03-20 21:44:25 -04:00
parent cc40afe271
commit 6576c835dc
13 changed files with 266 additions and 195 deletions

View File

@ -2,14 +2,28 @@
#include "/lib/res_params.glsl"
vec3 saturation(inout vec3 color, float saturation){
float luminance = dot(color, vec3(0.21, 0.72, 0.07));
vec3 difference = color - luminance;
return color = color + difference*saturation;
}
const bool colortex5MipmapEnabled = true;
#ifdef OVERWORLD_SHADER
const bool shadowHardwareFiltering = true;
uniform sampler2DShadow shadow;
#ifdef TRANSLUCENT_COLORED_SHADOWS
uniform sampler2D shadowcolor0;
uniform sampler2DShadow shadowtex0;
uniform sampler2DShadow shadowtex1;
#endif
flat varying vec3 averageSkyCol_Clouds;
flat varying vec4 lightCol;
@ -844,19 +858,20 @@ void main() {
vec3 Direct_lighting = vec3(0.0);
vec3 Direct_SSS = vec3(0.0);
float cloudShadow = 1.0;
float Shadows = 1.0;
vec3 Shadows = vec3(1.0);
float NdotL = 1.0;
float shadowMap = 1.0;
vec3 shadowMap = vec3(1.0);
#ifdef DISTANT_HORIZONS_SHADOWMAP
float shadowMapFalloff = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / min(shadowDistance, dhFarPlane),0.0)*5.0,1.0),2.0),2.0);
#else
float shadowMapFalloff = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / shadowDistance,0.0)*5.0,1.0),2.0),2.0);
#endif
float shadowMapFalloff2 = pow(1.0-pow(1.0-min(max(1.0 - length(vec3(feetPlayerPos.x,feetPlayerPos.y/1.5,feetPlayerPos.z)) / min(shadowDistance,far),0.0)*5.0,1.0),2.0),2.0);
// shadowMapFalloff = 0;
// shadowMapFalloff2 = 0;
float LM_shadowMapFallback = min(max(lightmap.y-0.8, 0.0) * 25,1.0);
#ifdef OVERWORLD_SHADER
@ -895,8 +910,8 @@ void main() {
#endif
float ShadowBlockerDepth = filteredShadow.y;
Shadows = clamp(1.0 - filteredShadow.b,0.0,1.0);
shadowMap = Shadows;
Shadows = vec3(clamp(1.0 - filteredShadow.b,0.0,1.0));
shadowMap = vec3(Shadows);
////////////////////////////////////////////////////////////////////////////////////////////
@ -948,7 +963,7 @@ void main() {
} else {
feetPlayerPos += gbufferModelViewInverse[3].xyz;
////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// UNDER WATER SHADING ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////
@ -1019,7 +1034,8 @@ void main() {
if(shadowDistanceRenderMul < 0.0) shadowMapFalloff = abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0 ? 1.0 : 0.0;
if(shadowMapFalloff > 0.0){
shadowMap = 0.0;
shadowMap = vec3(0.0);
vec3 ShadowColor = vec3(0.0);
projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
@ -1032,22 +1048,52 @@ void main() {
for(int i = 0; i < SHADOW_FILTER_SAMPLE_COUNT; i++){
vec2 offsetS = tapLocation_simple(i, 7, 9, noise_2) * 0.5;
shadowMap += shadow2D(shadow, projectedShadowPosition + vec3(rdMul*offsetS, biasOffset) ).x/SHADOW_FILTER_SAMPLE_COUNT;
projectedShadowPosition += vec3(rdMul*offsetS, biasOffset);
#ifdef TRANSLUCENT_COLORED_SHADOWS
float opaqueShadow = shadow2D(shadowtex0, projectedShadowPosition).x;
ShadowColor += vec3(opaqueShadow/SHADOW_FILTER_SAMPLE_COUNT);
if(shadow2D(shadowtex1, projectedShadowPosition).x > projectedShadowPosition.z){
vec4 translucentShadow = texture2D(shadowcolor0, projectedShadowPosition.xy);
if(translucentShadow.a < 0.9) ShadowColor += (normalize(translucentShadow.rgb+0.0001) * clamp(1.0-opaqueShadow,0.0,1.0)) / SHADOW_FILTER_SAMPLE_COUNT;
}
#else
ShadowColor += vec3(shadow2D(shadow, projectedShadowPosition).x/SHADOW_FILTER_SAMPLE_COUNT);
#endif
}
shadowMap = ShadowColor;
#else
shadowMap = shadow2D(shadow, projectedShadowPosition + vec3(0.0,0.0, biasOffset)).x;
#ifdef TRANSLUCENT_COLORED_SHADOWS
float OPAQUESHADOW = shadow2D(shadowtex0, projectedShadowPosition).x;
shadowMap += vec3(OPAQUESHADOW);
if(shadow2D(shadowtex1, projectedShadowPosition).x > projectedShadowPosition.z){
vec4 shadowLightColor = texture2D(shadowcolor0, projectedShadowPosition.xy);
if(shadowLightColor.a < 0.9) shadowMap += normalize(shadowLightColor.rgb+0.0001) * (1.0-OPAQUESHADOW);
}
#else
shadowMap += vec3(shadow2D(shadow, projectedShadowPosition).x);
#endif
#endif
Shadows = shadowMap;
// if(shadow2D(shadowtex0, projectedShadowPosition).x < projectedShadowPosition.z) DirectLightColor *= shadow2D(shadowtex1, projectedShadowPosition).x * waterCaustics(feetPlayerPos + cameraPosition, WsunVec)*WATER_CAUSTICS_BRIGHTNESS + 0.25;
}
if(!iswater) Shadows = mix(LM_shadowMapFallback, Shadows, shadowMapFalloff2);
if(!iswater) Shadows = mix(vec3(LM_shadowMapFallback), Shadows, shadowMapFalloff2);
#ifdef OLD_LIGHTLEAK_FIX
if (isEyeInWater == 0) Shadows *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
if (isEyeInWater == 0) Shadows *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
#endif
// }
////////////////////////////////////////////////////////////////////////////////
//////////////////////////////// SUN SSS ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
@ -1064,7 +1110,7 @@ void main() {
#endif
#if !defined Variable_Penumbra_Shadows
ShadowBlockerDepth = pow(1.0 - Shadows,2.0);
ShadowBlockerDepth = pow(1.0 - clamp(dot(Shadows,vec3(0.33333)),0,1),2.0);
#endif
@ -1273,11 +1319,11 @@ void main() {
//////// DEBUG VIEW STUFF
#if DEBUG_VIEW == debug_SHADOWMAP
vec3 OutsideShadowMap_and_DH_shadow = (shadowMapFalloff > 0.0 && z >= 1.0) ? vec3(0.25,1.0,0.25) : vec3(1.0,0.25,0.25);
vec3 Normal_Shadowmap = z < 1.0 ? vec3(0.25,0.25,1.0) : OutsideShadowMap_and_DH_shadow;
gl_FragData[0].rgb = mix(vec3(0.1) * (normal.y * 0.1 +0.9), Normal_Shadowmap, shadowMap);
#endif
// #if DEBUG_VIEW == debug_SHADOWMAP
// vec3 OutsideShadowMap_and_DH_shadow = (shadowMapFalloff > 0.0 && z >= 1.0) ? vec3(0.25,1.0,0.25) : vec3(1.0,0.25,0.25);
// vec3 Normal_Shadowmap = z < 1.0 ? vec3(0.25,0.25,1.0) : OutsideShadowMap_and_DH_shadow;
// gl_FragData[0].rgb = mix(vec3(0.1) * (normal.y * 0.1 +0.9), Normal_Shadowmap, shadowMap) * 30.0;
// #endif
#if DEBUG_VIEW == debug_NORMALS
gl_FragData[0].rgb = FlatNormals;
#endif
@ -1293,7 +1339,6 @@ void main() {
#if DEBUG_VIEW == debug_VIEW_POSITION
gl_FragData[0].rgb = viewPos * 0.001;
#endif
#if DEBUG_VIEW == debug_FILTERED_STUFF
vec3 FilteredDebug = vec3(15.0) * exp(-1.0 * vec3(1.0,0.5,1.0) * filteredShadow.y);
FilteredDebug += vec3(15.0) * exp(-7.0 * vec3(1.0,1.0,0.5) * pow(SSAO_SSS.x,2));