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* Implement shadow offsets for the new SM distortion function (#12191)x20482022-04-142-18/+44
| | | | | | | | * Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-072-6/+14
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* Tune shadow perspective distortion (#12146)x20482022-03-312-10/+10
| | | | | * Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
* Apply texture matrix when rendering shadowmapDmitry Kostenko2022-03-071-1/+1
| | | | Fixes shadows of animated sprite entities
* Apply shadow only to the naturally lit part of the fragment color (#11722)x20482021-10-311-3/+2
| | | | | | | | | Fragment color for nodes is now calculated from: * Texture color, highlighted by artificial light if present (light color conveyed via vertex color). * Texture color highlighted by natural light (conveyed via vertex color) filtered by shadow. * Reflected day/moonlight filtered by shadow (color and intensity), assuming some portion of the light is directly reflected from the materials.
* Improvements to colored shadows (#11516)x20482021-10-012-1/+13
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* Shadow mapping render pass (#11244)Liso2021-06-066-0/+135
Co-authored-by: x2048 <codeforsmile@gmail.com>