Add optional shadow filtering
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3 changed files with 31 additions and 24 deletions
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@ -1,6 +1,9 @@
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/sunlight</name>
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<parameters>
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<filtering><use>/sim/rendering/shadows/filtering</use></filtering>
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</parameters>
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<technique n="10">
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<predicate>
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<property>/sim/rendering/shadows/enabled</property>
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@ -68,6 +71,11 @@
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<type>sampler-2d</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>filtering</name>
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<type>int</type>
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<value type="int"><use>filtering</use></value>
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</uniform>
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<!-- The following uniforms are automatically defined and initialized :
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- fg_SunAmbientColor
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- fg_SunDiffuseColor
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@ -10,6 +10,7 @@ uniform vec3 fg_SunDirection;
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uniform vec3 fg_Planes;
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uniform int fg_ShadowNumber;
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uniform vec4 fg_ShadowDistances;
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uniform int filtering;
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varying vec3 ray;
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vec3 position( vec3 viewdir, float depth );
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@ -60,26 +61,23 @@ void main() {
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vec3 pos = position( viewDir, texture2D( depth_tex, coords ).r );
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vec4 tint;
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#if 0
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float shadow = 1.0;
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#elif 1
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float shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;
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#elif 0
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float shadow = 0.0;
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if (filtering == 1) {
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shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;
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} else if (filtering == 2) {
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shadow += 0.333 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos, 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, -0.003 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, 0.003 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, 0.003 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, -0.003 * pos.z, 0), 1.0), tint ) ).r;
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#else
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
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} else {
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float kernel[9] = float[]( 36/256.0, 24/256.0, 6/256.0,
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24/256.0, 16/256.0, 4/256.0,
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6/256.0, 4/256.0, 1/256.0 );
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float shadow = 0;
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for( int x = -2; x <= 2; ++x )
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for( int y = -2; y <= 2; ++y )
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shadow += kernel[abs(x)*3 + abs(y)] * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.005 * x * pos.z, -0.005 * y * pos.z, 0), 1.0), tint ) ).r;
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#endif
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shadow += kernel[abs(x)*3 + abs(y)] * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.0025 * x * pos.z, -0.0025 * y * pos.z, 0), 1.0), tint ) ).r;
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}
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vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
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lightDir = normalize( lightDir );
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vec3 color = texture2D( color_tex, coords ).rgb;
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@ -182,11 +182,12 @@ Started September 2000 by David Megginson, david@megginson.com
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<debug type="bool"
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userarchive="y">false</debug>
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<map-size type="int">4096</map-size>
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<num-cascades type="int">4</num-cascades>
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<cascade-far-m index="0" type="float">5.0</cascade-far-m>
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<cascade-far-m index="1" type="float">50.0</cascade-far-m>
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<cascade-far-m index="2" type="float">500.0</cascade-far-m>
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<cascade-far-m index="3" type="float">5000.0</cascade-far-m>
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<num-cascades type="int" userarchive="y">4</num-cascades>
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<cascade-far-m index="0" type="float" userarchive="y">5.0</cascade-far-m>
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<cascade-far-m index="1" type="float" userarchive="y">50.0</cascade-far-m>
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<cascade-far-m index="2" type="float" userarchive="y">500.0</cascade-far-m>
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<cascade-far-m index="3" type="float" userarchive="y">5000.0</cascade-far-m>
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<filtering type="int" userarchive="y">2</filtering>
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</shadows>
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<shader-experimental type="bool"
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userarchive="y">false</shader-experimental>
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