Shadow and SSS fixes and tweaks. tiny lightmap tweaks. add toggle for basic shadow filter.

This commit is contained in:
Xonk
2023-07-08 21:16:51 -04:00
parent 35f8b6373b
commit ca1b9eb85e
17 changed files with 227 additions and 211 deletions

View File

@ -26,16 +26,20 @@ uniform float frameTimeCounter;
uniform vec3 sunVec;
uniform float aspectRatio;
uniform float sunElevation;
uniform vec3 sunPosition;
uniform float lightSign;
uniform float cosFov;
uniform vec3 shadowViewDir;
uniform vec3 shadowCamera;
uniform vec3 shadowLightVec;
uniform float shadowMaxProj;
attribute vec4 mc_Entity;
attribute vec4 mc_midTexCoord;
varying vec4 glcolor;
attribute vec4 mc_Entity;
uniform int blockEntityId;
uniform int entityId;
const float PI48 = 150.796447372*WAVY_SPEED;
float pi2wt = PI48*frameTimeCounter;
@ -91,47 +95,39 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
}
void main() {
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
//Check if the vertice is going to cast shadows
// #ifdef SHADOW_FRUSTRUM_CULLING
// if (intersectCone(cosFov, shadowCamera, shadowViewDir, position, -shadowLightVec, shadowMaxProj)) {
// #endif
// #ifdef WAVY_PLANTS
// bool istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t;
// if ((mc_Entity.x == 10001&&istopv) && length(position.xy) < 24.0) {
// vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
// worldpos.xyz += calcMovePlants(worldpos.xyz + cameraPosition)*gl_MultiTexCoord1.y;
// position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz ;
// }
#ifdef WAVY_PLANTS
bool istopv = gl_MultiTexCoord0.t < mc_midTexCoord.t;
if ((mc_Entity.x == 10001&&istopv) && length(position.xy) < 24.0) {
vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
worldpos.xyz += calcMovePlants(worldpos.xyz + cameraPosition)*gl_MultiTexCoord1.y;
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz ;
}
// if ((mc_Entity.x == 10003) && length(position.xy) < 24.0) {
// vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
// worldpos.xyz += calcMoveLeaves(worldpos.xyz + cameraPosition, 0.0040, 0.0064, 0.0043, 0.0035, 0.0037, 0.0041, vec3(1.0,0.2,1.0), vec3(0.5,0.1,0.5))*gl_MultiTexCoord1.y;
// position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz ;
// }
// #endif
if ((mc_Entity.x == 10003) && length(position.xy) < 24.0) {
vec3 worldpos = mat3(shadowModelViewInverse) * position + shadowModelViewInverse[3].xyz;
worldpos.xyz += calcMoveLeaves(worldpos.xyz + cameraPosition, 0.0040, 0.0064, 0.0043, 0.0035, 0.0037, 0.0041, vec3(1.0,0.2,1.0), vec3(0.5,0.1,0.5))*gl_MultiTexCoord1.y;
position = mat3(shadowModelView) * worldpos + shadowModelView[3].xyz ;
}
#endif
// gl_Position = BiasShadowProjection_altered(toClipSpace3(position),mat3(shadowProjection),mat3(shadowModelView), gl_NormalMatrix * gl_Normal);
gl_Position = BiasShadowProjection(toClipSpace3(position));
gl_Position.z /= 6.0;
float bias = 6.0;
vec3 FlatNormals = normalize(gl_NormalMatrix *gl_Normal);
vec3 WsunVec = (float(sunElevation > 1e-5)*2-1.)*normalize(mat3(shadowModelViewInverse) * sunPosition);
if(entityId == 1100) bias = 6.0 + (1-clamp(dot(WsunVec,FlatNormals),0,1))*0.3;
gl_Position.z /= bias;
texcoord.xy = gl_MultiTexCoord0.xy;
if(mc_Entity.x == 8 || mc_Entity.x == 9) gl_Position.w = -1.0;
#ifdef SHADOW_FRUSTRUM_CULLING
}
else
gl_Position.xyzw = vec4(0.0,0.0,1e30,0.0); //Degenerates the triangle
#endif
}