Update #50 - Bug fixes and shader improvements

This commit is contained in:
lax1dude
2025-02-22 16:52:35 -08:00
parent b0a2739fe1
commit 7e772e2502
133 changed files with 3064 additions and 2299 deletions

View File

@ -60,14 +60,14 @@ vec2(-0.077, 0.995), vec2(0.998, 0.015),
vec2(-0.116, -0.987), vec2(-0.916, 0.359),
vec2(-0.697, -0.511), vec2(0.740, -0.612),
vec2(0.675, 0.682));
#define SMOOTH_SHADOW_SAMPLES 1.0 / 8.0
#define SMOOTH_SHADOW_RADIUS 0.00075
#define SMOOTH_SHADOW_SAMPLES (1.0 / 8.0)
#define SMOOTH_SHADOW_RADIUS 0.000488
#define SMOOTH_SHADOW_POISSON_SAMPLE(idx, tex, lod, vec3Pos, accum, tmpVec2)\
tmpVec2 = vec3Pos.xy + POISSON_DISK[idx] * SMOOTH_SHADOW_RADIUS;\
tmpVec2 = clamp(tmpVec2, vec2(0.001), vec2(0.999));\
tmpVec2.y += lod;\
tmpVec2.y *= SUN_SHADOW_MAP_FRAC;\
accum += textureLod(tex, vec3(tmpVec2, vec3Pos.z), 0.0) * SMOOTH_SHADOW_SAMPLES;
accum += textureLod(tex, vec3(tmpVec2, vec3Pos.z + 0.0001), 0.0);
#endif
uniform vec3 u_sunDirection3f;
@ -97,7 +97,7 @@ void main() {
worldSpacePosition.xyz -= 1.0;
worldSpacePosition = u_inverseViewProjMatrix4f * worldSpacePosition;
worldSpacePosition.xyz /= worldSpacePosition.w;
worldSpacePosition.xyz += worldSpaceNormal * 0.05;
worldSpacePosition.xyz += worldSpaceNormal * 0.1;
worldSpacePosition.w = 1.0;
float skyLight = max(normalVector4f.a * 2.0 - 1.0, 0.0);
float shadowSample;
@ -106,9 +106,8 @@ void main() {
for(;;) {
shadowSpacePosition = u_sunShadowMatrixLOD04f * worldSpacePosition;
if(shadowSpacePosition.xyz == clamp(shadowSpacePosition.xyz, vec3(0.005), vec3(0.995))) {
shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy * vec2(1.0, SUN_SHADOW_MAP_FRAC), shadowSpacePosition.z), 0.0);
shadowSample = textureLod(u_sunShadowDepthTexture, vec3(shadowSpacePosition.xy * vec2(1.0, SUN_SHADOW_MAP_FRAC), shadowSpacePosition.z + 0.0001), 0.0);
#ifdef COMPILE_SUN_SHADOW_SMOOTH
shadowSample *= SMOOTH_SHADOW_SAMPLES;
SMOOTH_SHADOW_POISSON_SAMPLE(0, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
SMOOTH_SHADOW_POISSON_SAMPLE(1, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
SMOOTH_SHADOW_POISSON_SAMPLE(2, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
@ -116,7 +115,7 @@ void main() {
SMOOTH_SHADOW_POISSON_SAMPLE(4, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
SMOOTH_SHADOW_POISSON_SAMPLE(5, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
SMOOTH_SHADOW_POISSON_SAMPLE(6, u_sunShadowDepthTexture, 0.0, shadowSpacePosition.xyz, shadowSample, tmpVec2)
shadowSample = max(shadowSample * 2.0 - 1.0, 0.0);
shadowSample *= SMOOTH_SHADOW_SAMPLES;
#endif
#ifdef COMPILE_COLORED_SHADOW
shadowSpacePosition.y *= SUN_SHADOW_MAP_FRAC;