INTERNAL REWORK. testers are needed.

This commit is contained in:
Xonk
2023-10-07 22:18:20 -04:00
parent 4d8a5105ed
commit a2fc114c4f
236 changed files with 5437 additions and 10283 deletions

View File

@ -1,4 +1,3 @@
const float k = 1.8;
const float d0 = 0.04;
const float d1 = 0.61;
@ -12,8 +11,63 @@ vec4 BiasShadowProjection(in vec4 projectedShadowSpacePosition) {
return projectedShadowSpacePosition;
}
float calcDistort(vec2 worldpos){
return 1.0/(log(length(worldpos)*b+a)*k);
}
uniform float far;
/*
mat4 BuildOrthoProjectionMatrix(const in float width, const in float height, const in float zNear, const in float zFar) {
return mat4(
vec4(2.0 / width, 0.0, 0.0, 0.0),
vec4(0.0, 2.0 / height, 0.0, 0.0),
vec4(0.0, 0.0, -2.0 / (zFar - zNear), 0.0),
vec4(0.0, 0.0, -(zFar + zNear)/(zFar - zNear), 1.0));
}
mat4 BuildTranslationMatrix(const in vec3 delta) {
return mat4(
vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(delta, 1.0));
}
vec3 LightDir = vec3(0.0, 1.0, 0.0);
// vec3 LightDir = vec3(sin(frameTimeCounter*10), 0.2, -cos(frameTimeCounter*10));
uniform vec3 CamPos;
const float shadowIntervalSize = 2.0f;
vec3 GetShadowIntervalOffset() {
return fract(CamPos / shadowIntervalSize) * shadowIntervalSize - vec3(3,0,1);
}
mat4 BuildShadowViewMatrix(const in vec3 localLightDir) {
//#ifndef WORLD_END
// return shadowModelView;
//#else
const vec3 worldUp = vec3(0, 0, -1);
vec3 zaxis = localLightDir;
vec3 xaxis = normalize(cross(worldUp, zaxis));
vec3 yaxis = normalize(cross(zaxis, xaxis));
mat4 shadowModelViewEx = mat4(1.0);
shadowModelViewEx[0].xyz = vec3(xaxis.x, yaxis.x, zaxis.x);
shadowModelViewEx[1].xyz = vec3(xaxis.y, yaxis.y, zaxis.y);
shadowModelViewEx[2].xyz = vec3(xaxis.z, yaxis.z, zaxis.z);
vec3 intervalOffset = GetShadowIntervalOffset();
mat4 translation = BuildTranslationMatrix(intervalOffset);
return shadowModelViewEx * translation ;
//#endif
}
mat4 BuildShadowProjectionMatrix() {
float maxDist = min(shadowDistance, far);
return BuildOrthoProjectionMatrix(maxDist, maxDist, -far, far);
}
*/