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

@ -8,27 +8,49 @@ varying vec2 texcoord;
uniform sampler2D tex;
uniform sampler2D noisetex;
uniform int frameCounter;
// varying vec4 color;
uniform float frameTimeCounter;
uniform vec3 cameraPosition;
varying vec4 color;
varying float materials;
flat varying vec4 playerpos;
#include "/lib/waterBump.glsl"
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferModelView;
uniform mat4 shadowModelView;
uniform mat4 shadowModelViewInverse;
uniform mat4 shadowProjection;
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 p3 = p * 2. - 1.;
vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return fragposition.xyz / fragposition.w;
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 );
}
// float R2_dither(){
// vec2 coord = gl_FragCoord.xy;
// vec2 alpha = vec2(0.75487765, 0.56984026);
// return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
// }
void main() {
gl_FragData[0] = texture2D(tex,texcoord.xy);
gl_FragData[0] = texture2D(tex,texcoord.xy) * color;
#ifdef SHADOW_DISABLE_ALPHA_MIPMAPS
gl_FragData[0].a = texture2DLod(tex,texcoord.xy, 0).a;
gl_FragData[0].a = texture2DLod(tex, texcoord.xy, 0).a;
#endif
#ifdef Stochastic_Transparent_Shadows
@ -37,4 +59,9 @@ void main() {
#ifdef RENDER_ENTITY_SHADOWS
#endif
// if(materials > 0.95){
// // gl_FragData[0] = vec4(0.3,0.8,1.0,0.1);
// gl_FragData[0] = vec4(1.0,1.0,1.0,0.1);
// }
}

View File

@ -39,6 +39,8 @@ uniform float shadowMaxProj;
attribute vec4 mc_midTexCoord;
varying vec4 color;
varying float materials;
attribute vec4 mc_Entity;
uniform int blockEntityId;
uniform int entityId;
@ -114,12 +116,15 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
// uniform int renderStage;
flat varying vec4 playerpos;
// uniform mat4 gbufferModelViewInverse;
void main() {
texcoord.xy = gl_MultiTexCoord0.xy;
color = gl_Color;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
playerpos = vec4(0.0);
playerpos = gbufferModelViewInverse * (gl_ModelViewMatrix * gl_Vertex);
// mat4 Custom_ViewMatrix = BuildShadowViewMatrix(LightDir);
// mat4 Custom_ProjectionMatrix = BuildShadowProjectionMatrix();
@ -190,7 +195,13 @@ void main() {
#endif
if(mc_Entity.x == 8 || mc_Entity.x == 9) gl_Position.w = -1.0;
if(mc_Entity.x == 8 ) gl_Position.w = -1.0;
// materials = 0.0;
// if(mc_Entity.x == 8) materials = 1.0;
/// this is to ease the shadow acne on big fat entities like ghasts.
float bias = 6.0;