diff options
author | Graham Linden <graham@lindenlab.com> | 2019-02-08 10:17:39 -0800 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-02-08 10:17:39 -0800 |
commit | 9f2a0d2a082495ce878f0eb0d7348b181939d348 (patch) | |
tree | 693a0a77e062f5c35e30faf08caecfe98e104d1a /indra/newview/app_settings | |
parent | 4952736a063b674f5a91904686920b11b0e04b69 (diff) |
SL-10415
Another pass at playing with shadow_offset/bias to balance between peter-panning and shadow acne while sun and/or moon are near the horizon.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl | 38 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 15 |
2 files changed, 24 insertions, 29 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 39fdd9ec44..e762871ba1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -39,20 +39,18 @@ uniform vec2 proj_shadow_res; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float shadow_bias; - +uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; uniform mat4 inv_proj; uniform vec2 screen_res; -int sun_up_factor; +uniform int sun_up_factor; -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) +float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) { stc.xyz /= stc.w; - float offset = max(0.75, light_dir.z); - stc.z += offset * shadow_bias * bias_mul; - - stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*3.14159))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + stc.z += shadow_bias * bias_mul* 2.0; + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*pos_screen.x))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs * 4.0; @@ -62,7 +60,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_sc shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - return shadow*0.125; + return shadow * 0.125; } float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) @@ -86,23 +84,18 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) { + float shadow = 0.0f; vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; float dp_sun = max(0.0, dot(sun_dir.xyz, norm)); float dp_moon = max(0.0, dot(moon_dir.xyz, norm)); - float dp_directional_light = max(dp_sun,dp_moon); + float dp_directional_light = (sun_up_factor == 1) ? dp_sun : dp_moon; dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); vec3 shadow_pos = pos.xyz; - - float shadow = 0.0f; - vec4 spos = vec4(shadow_pos,1.0); - - // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup - if (dp_directional_light <= 0.0) - { - return 0.0; - } + vec3 offset = abs(light_dir.xyz) * (1.0 - dp_directional_light* 0.8); + shadow_pos += offset; + vec4 spos = vec4(shadow_pos.xyz, 1.0); if (spos.z > -shadow_clip.w) { @@ -118,7 +111,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen, light_dir)*w; + shadow += pcfShadow(shadowMap3, norm, lpos, 4.0, pos_screen, light_dir)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -130,7 +123,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen, light_dir)*w; + shadow += pcfShadow(shadowMap2, norm, lpos, 2.0, pos_screen, light_dir)*w; weight += w; } @@ -141,7 +134,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen, light_dir)*w; + shadow += pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } @@ -152,14 +145,13 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen, light_dir)*w; + shadow += pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } shadow /= weight; } - shadow = min(dp_directional_light, shadow); return shadow; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 9a159e57f0..8bc9add5cf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -91,10 +91,9 @@ void main() float envIntensity = norm.z; norm.xyz = getNorm(tc); // unpack norm - float da_sun = dot(norm.xyz, normalize(sun_dir.xyz)); - float da_moon = dot(norm.xyz, normalize(moon_dir.xyz)); + float da_sun = dot(norm.xyz, sun_dir.xyz); + float da_moon = dot(norm.xyz, moon_dir.xyz); float da = (sun_up_factor == 1) ? da_sun : da_moon; - //float da = (da_sun > 0.0) ? da_sun : da_moon; da = clamp(da, 0.0, 1.0); da = pow(da, global_gamma + 0.3); @@ -109,7 +108,7 @@ void main() vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; scol_ambocc = pow(scol_ambocc, vec2(global_gamma + 0.3)); - float scol = max(scol_ambocc.r, diffuse.a); + float scol = max(scol_ambocc.r, diffuse.a); float ambocc = scol_ambocc.g; vec3 sunlit; @@ -119,7 +118,8 @@ void main() calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten); - float ambient = dot(norm.xyz, sun_dir.xyz); + float ambient = da; + ambient *= 0.5; ambient *= ambient; ambient = (1.0-ambient); @@ -127,7 +127,7 @@ void main() col.rgb = amblit; col.rgb *= min(ambient, max(scol, 0.5)); - col += (sunlit * da) * scol; + col += sunlit * da * scol; col *= diffuse.rgb; @@ -165,6 +165,9 @@ void main() col = fogged.rgb; bloom = fogged.a; #endif + +//col.rgb = vec3(scol); +//col.rgb = vec3(da * scol); } frag_color.rgb = col; frag_color.a = bloom; |