2023-10-07 22:18:20 -04:00
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// Emin's and Gri's combined ideas to stop peter panning and light leaking, also has little shadowacne so thats nice
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// https://www.complementary.dev/reimagined
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// https://github.com/gri573
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void GriAndEminShadowFix(
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inout vec3 WorldPos,
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vec3 FlatNormal,
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float VanillaAO,
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2024-03-22 22:11:43 -04:00
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float SkyLightmap
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2023-10-07 22:18:20 -04:00
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){
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2024-06-20 14:59:02 -04:00
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float MinimumValue = 0.05;
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2024-05-04 21:08:24 -04:00
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2024-06-20 14:59:02 -04:00
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// give a tiny boost to the distance mulitplier when shadowmap resolution is below 2048.0
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2024-06-25 20:34:45 -04:00
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float ResMultiplier = 1.0 + (shadowDistance/8.0)*(1.0 - min(shadowMapResolution,2048)/2048.0)*0.3;
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2024-06-20 14:59:02 -04:00
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float DistanceMultiplier = max(1.0 - max(1.0 - length(WorldPos) / shadowDistance, 0.0), MinimumValue) * ResMultiplier;
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vec3 Bias = FlatNormal * DistanceMultiplier;
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2023-10-07 22:18:20 -04:00
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2024-03-22 22:11:43 -04:00
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// stop lightleaking by zooming up, centered on blocks
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2023-10-07 22:18:20 -04:00
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vec2 scale = vec2(0.5); scale.y *= 0.5;
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vec3 zoomShadow = scale.y - scale.x * fract(WorldPos + cameraPosition + Bias*scale.y);
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2024-06-19 21:44:21 -04:00
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if(SkyLightmap < 0.1) Bias = zoomShadow;
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2023-10-07 22:18:20 -04:00
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2024-06-19 21:44:21 -04:00
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WorldPos += Bias;
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2023-10-07 22:18:20 -04:00
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}
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