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path: root/client/shaders/object_shader/opengl_fragment.glsl
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-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl84
1 files changed, 44 insertions, 40 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index fdfcec0c8..edb9d2bb1 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -34,6 +34,8 @@ const float fogShadingParameter = 1.0 / (1.0 - fogStart);
uniform float f_textureresolution;
uniform mat4 m_ShadowViewProj;
uniform float f_shadowfar;
+ uniform float f_timeofday;
+ uniform float f_shadow_strength;
varying float normalOffsetScale;
varying float adj_shadow_strength;
varying float cosLight;
@@ -470,55 +472,57 @@ void main(void)
col.rgb *= vIDiff;
#ifdef ENABLE_DYNAMIC_SHADOWS
- float shadow_int = 0.0;
- vec3 shadow_color = vec3(0.0, 0.0, 0.0);
- vec3 posLightSpace = getLightSpacePosition();
+ if (f_shadow_strength > 0.0) {
+ float shadow_int = 0.0;
+ vec3 shadow_color = vec3(0.0, 0.0, 0.0);
+ vec3 posLightSpace = getLightSpacePosition();
- float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
- float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
+ float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
+ float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
- if (distance_rate > 1e-7) {
+ if (distance_rate > 1e-7) {
#ifdef COLORED_SHADOWS
- vec4 visibility;
- if (cosLight > 0.0)
- visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
- else
- visibility = vec4(1.0, 0.0, 0.0, 0.0);
- shadow_int = visibility.r;
- shadow_color = visibility.gba;
+ vec4 visibility;
+ if (cosLight > 0.0)
+ visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ else
+ visibility = vec4(1.0, 0.0, 0.0, 0.0);
+ shadow_int = visibility.r;
+ shadow_color = visibility.gba;
#else
- if (cosLight > 0.0)
- shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
- else
- shadow_int = 1.0;
+ if (cosLight > 0.0)
+ shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ else
+ shadow_int = 1.0;
#endif
- shadow_int *= distance_rate;
- shadow_int = clamp(shadow_int, 0.0, 1.0);
+ shadow_int *= distance_rate;
+ shadow_int = clamp(shadow_int, 0.0, 1.0);
- }
+ }
- // turns out that nightRatio falls off much faster than
- // actual brightness of artificial light in relation to natual light.
- // Power ratio was measured on torches in MTG (brightness = 14).
- float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
-
- // cosine of the normal-to-light angle when
- // we start to apply self-shadowing
- const float self_shadow_cutoff_cosine = 0.14;
- if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
- shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
- shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
- }
+ // turns out that nightRatio falls off much faster than
+ // actual brightness of artificial light in relation to natual light.
+ // Power ratio was measured on torches in MTG (brightness = 14).
+ float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
+
+ // cosine of the normal-to-light angle when
+ // we start to apply self-shadowing
+ const float self_shadow_cutoff_cosine = 0.14;
+ if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
+ shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
+ shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
+ }
- shadow_int *= f_adj_shadow_strength;
-
- // calculate fragment color from components:
- col.rgb =
- adjusted_night_ratio * col.rgb + // artificial light
- (1.0 - adjusted_night_ratio) * ( // natural light
- col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
- dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
+ shadow_int *= f_adj_shadow_strength;
+
+ // calculate fragment color from components:
+ col.rgb =
+ adjusted_night_ratio * col.rgb + // artificial light
+ (1.0 - adjusted_night_ratio) * ( // natural light
+ col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
+ dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
+ }
#endif
#if ENABLE_TONE_MAPPING