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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2024-05-04 21:08:24 -04:00
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float minvalue = 0.007;
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#ifdef DISTANT_HORIZONS_SHADOWMAP
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minvalue = 0.035;
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#endif
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// float DistanceOffset = clamp(0.17 + length(WorldPos) / (shadowMapResolution*0.20), 0.0,1.0) ;
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2024-02-05 16:04:37 -05:00
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// float DistanceOffset = clamp(0.17 + length(WorldPos) / (shadowMapResolution*0.20), 0.0,1.0) ;
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2024-05-04 21:08:24 -04:00
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float shadowResScale = (2048.0/shadowMapResolution) / 4.0;
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float DistanceOffset = (length(WorldPos)+4.0) * (minvalue + shadowResScale*0.015);
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2023-10-07 22:18:20 -04:00
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vec3 Bias = FlatNormal * DistanceOffset; // adjust the bias thingy's strength as it gets farther away.
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vec3 finalBias = Bias;
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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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2024-03-22 22:11:43 -04:00
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if(SkyLightmap < 0.1) finalBias = mix(Bias, zoomShadow, clamp(VanillaAO*5,0,1));
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2023-10-07 22:18:20 -04:00
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WorldPos += finalBias;
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}
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