diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl | 63 |
1 files changed, 28 insertions, 35 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 70568bc75f..747f1dacdd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -48,44 +48,28 @@ uniform float shadow_bias; uniform float spot_shadow_bias; uniform float spot_shadow_offset; - +uniform float sun_up_factor; uniform mat4 inv_proj; uniform vec2 screen_res; vec3 decode_normal(vec2 enc); -float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc) -{ - stc.xyz /= stc.w; - stc.z += shadow_bias; - - stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/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; - - shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - 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(-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*0.2; -} - -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) { stc.xyz /= stc.w; - stc.z += shadow_bias * bias_scale; - - stc.x = floor(stc.x*pos_screen.x + fract(stc.y*pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + stc.z += max(0.5, light_dir.z) * shadow_bias * 8.0 * 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 float cs = shadow2D(shadowMap, stc.xyz).x; - float shadow = cs; + float shadow = cs * 4.0; + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; 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(-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*0.2; + + return shadow*0.125; } float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) @@ -111,10 +95,10 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) { 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 > 0) ? dp_sun : dp_moon; dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); - vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir; + vec3 light_dir = (sun_up_factor > 0) ? sun_dir : moon_dir; vec3 offset = light_dir * (1.0-dp_directional_light); vec3 shadow_pos = pos.xyz + (offset * shadow_bias); @@ -141,7 +125,7 @@ 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 += pcfShadowLegacy(shadowMap3, lpos)*w; + shadow += pcfShadow(shadowMap3, lpos, 0.25, 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); } @@ -153,7 +137,7 @@ 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 += pcfShadowLegacy(shadowMap2, lpos)*w; + shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen, light_dir)*w; weight += w; } @@ -164,7 +148,7 @@ 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 += pcfShadowLegacy(shadowMap1, lpos)*w; + shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen, light_dir)*w; weight += w; } @@ -175,14 +159,15 @@ 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 += pcfShadowLegacy(shadowMap0, lpos)*w; + shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen, light_dir)*w; weight += w; } shadow /= weight; } - return min(dp_directional_light, shadow); + shadow = min(dp_directional_light, shadow); + return shadow; } float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) @@ -201,11 +186,19 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) float weight = 0.0; { - lpos = shadow_matrix[4 + index]*spos; float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - - shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w; + + if (index == 0) + { + lpos = shadow_matrix[4]*spos; + shadow += pcfSpotShadow(shadowMap4, lpos, 0.8, spos.xy)*w; + } + else + { + lpos = shadow_matrix[5]*spos; + shadow += pcfSpotShadow(shadowMap5, lpos, 0.8, spos.xy)*w; + } weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } |