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-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl18
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl8
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl18
-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl8
-rw-r--r--client/shaders/shadow_shaders/pass1_trans_vertex.glsl10
-rw-r--r--client/shaders/shadow_shaders/pass1_vertex.glsl10
6 files changed, 36 insertions, 36 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index adc8adccb..3dc66bdb3 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -47,17 +47,17 @@ const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
#ifdef ENABLE_DYNAMIC_SHADOWS
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
- float pFactor = pDistance * bias0 + bias1;
+ float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
- shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+ shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}
@@ -172,12 +172,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
float getBaseLength(vec2 smTexCoord)
{
float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
- return bias1 / (1.0 / l - bias0); // return to undistorted coords
+ return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
}
float getDeltaPerspectiveFactor(float l)
{
- return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
+ return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@@ -489,8 +489,8 @@ void main(void)
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), 50.0));
+ float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0);
if (distance_rate > 1e-7) {
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 5e77ac719..935fbf043 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -45,8 +45,8 @@ varying float nightRatio;
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
const float e = 2.718281828459;
const float BS = 10.0;
-const float bias0 = 0.9;
-const float bias1 = 1.0 - bias0;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
@@ -206,9 +206,9 @@ void main(void)
// Distance from the vertex to the player
float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
// perspective factor estimation according to the
- float perspectiveFactor = distanceToPlayer * bias0 + bias1;
+ float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
- (f_textureresolution * bias1 - perspectiveFactor * bias0);
+ (f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index edb9d2bb1..2b9a59cd7 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -43,17 +43,17 @@ const float fogShadingParameter = 1.0 / (1.0 - fogStart);
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
- float pFactor = pDistance * bias0 + bias1;
+ float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
- shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+ shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}
@@ -162,12 +162,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
float getBaseLength(vec2 smTexCoord)
{
float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
- return bias1 / (1.0 / l - bias0); // return to undistorted coords
+ return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
}
float getDeltaPerspectiveFactor(float l)
{
- return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
+ return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
}
float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@@ -477,8 +477,8 @@ void main(void)
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), 50.0));
+ float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0);
if (distance_rate > 1e-7) {
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
index ff0067302..55861b0e9 100644
--- a/client/shaders/object_shader/opengl_vertex.glsl
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -37,8 +37,8 @@ const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
-const float bias0 = 0.9;
-const float bias1 = 1.0 - bias0;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
@@ -116,9 +116,9 @@ void main(void)
// Distance from the vertex to the player
float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
// perspective factor estimation according to the
- float perspectiveFactor = distanceToPlayer * bias0 + bias1;
+ float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
- (f_textureresolution * bias1 - perspectiveFactor * bias0);
+ (f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;
diff --git a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl
index 0a9efe450..6d2877d18 100644
--- a/client/shaders/shadow_shaders/pass1_trans_vertex.glsl
+++ b/client/shaders/shadow_shaders/pass1_trans_vertex.glsl
@@ -4,15 +4,15 @@ varying vec4 tPos;
varying vec3 varColor;
#endif
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
- float pFactor = pDistance * bias0 + bias1;
- shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+ float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
+ shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}
diff --git a/client/shaders/shadow_shaders/pass1_vertex.glsl b/client/shaders/shadow_shaders/pass1_vertex.glsl
index feee9467f..3873ac6e6 100644
--- a/client/shaders/shadow_shaders/pass1_vertex.glsl
+++ b/client/shaders/shadow_shaders/pass1_vertex.glsl
@@ -1,15 +1,15 @@
uniform mat4 LightMVP; // world matrix
varying vec4 tPos;
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
vec4 getPerspectiveFactor(in vec4 shadowPosition)
{
float pDistance = length(shadowPosition.xy);
- float pFactor = pDistance * bias0 + bias1;
- shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+ float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
+ shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
return shadowPosition;
}