Bliss-Shader/shaders/lib/Shadow_Params.glsl
Xonk 25a2284a60 LOTS of fixes, changes, improvements. changes made is bloated because of a skill issue.
FIXED AND IMPROVED translucent rendering. FIXED random stuff from rendering over the hand. FIXED hand shading. FIXED blue horses. FIXED translucent lighting on the hand. FIXED translucent lighting on entities. IMPROVED colored shadows. IMPROVED SSAO application to the scene. IMPROVED subsurface scattering and give it more settings. IMPROVED bloom. ADD AgX tonemap and make it default.
2024-05-04 21:08:24 -04:00

79 lines
2.3 KiB
GLSL

const float k = 1.8;
const float d0 = 0.04 + max(64.0 - shadowDistance, 0.0)/64.0 * 0.26;
const float d1 = 0.61;
float a = exp(d0);
float b = (exp(d1)-a)*150./128.0;
vec4 BiasShadowProjection(in vec4 projectedShadowSpacePosition) {
float distortFactor = log(length(projectedShadowSpacePosition.xy)*b+a)*k;
projectedShadowSpacePosition.xy /= distortFactor;
return projectedShadowSpacePosition;
}
float calcDistort(vec2 worldpos){
return 1.0/(log(length(worldpos)*b+a)*k);
}
uniform float far;
/*
mat4 BuildOrthoProjectionMatrix(const in float width, const in float height, const in float zNear, const in float zFar) {
return mat4(
vec4(2.0 / width, 0.0, 0.0, 0.0),
vec4(0.0, 2.0 / height, 0.0, 0.0),
vec4(0.0, 0.0, -2.0 / (zFar - zNear), 0.0),
vec4(0.0, 0.0, -(zFar + zNear)/(zFar - zNear), 1.0));
}
mat4 BuildTranslationMatrix(const in vec3 delta) {
return mat4(
vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(delta, 1.0));
}
uniform vec3 CamPos;
// vec3 LightDir = vec3(1.0, 0.5, 1.0);
float rate = frameTimeCounter;
vec3 LightDir = vec3(sin(rate), 0.3, cos(rate));
// vec3 LightDir = vec3(cos(rate),sin(rate),cos(rate));
const float shadowIntervalSize = 2.0f;
vec3 GetShadowIntervalOffset() {
return fract(CamPos / shadowIntervalSize) * shadowIntervalSize - vec3(3,0,1);
}
mat4 BuildShadowViewMatrix(const in vec3 localLightDir) {
const vec3 worldUp = vec3(1, 0, 0);
vec3 zaxis = localLightDir;
// float check = localLightDir.y;
// if(check < 0.0) zaxis.y = -zaxis.y;
vec3 xaxis = normalize(cross(worldUp, zaxis));
vec3 yaxis = normalize(cross(zaxis, xaxis));
mat4 shadowModelViewEx = mat4(1.0);
shadowModelViewEx[0].xyz = vec3(xaxis.x, yaxis.x, zaxis.x);
shadowModelViewEx[1].xyz = vec3(xaxis.y, yaxis.y, zaxis.y);
shadowModelViewEx[2].xyz = vec3(xaxis.z, yaxis.z, zaxis.z);
vec3 intervalOffset = GetShadowIntervalOffset();
mat4 translation = BuildTranslationMatrix(intervalOffset);
return shadowModelViewEx * translation;
}
mat4 BuildShadowProjectionMatrix() {
float maxDist = min(shadowDistance, far);
return BuildOrthoProjectionMatrix(maxDist, maxDist, -far, far);
}
// mat4 Custom_ViewMatrix = BuildShadowViewMatrix(LightDir);
// mat4 Custom_ProjectionMatrix = BuildShadowProjectionMatrix();
*/