X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fcommon_world.glsl;h=b734743bc697d8daf4e3860c9e84bc75c0f3c40b;hb=2c91a71533b4ce86b9e7fd708420ae05c74d8f52;hp=cb68f35a4cf7f2ebac919722825990b4d8a3eca4;hpb=6190deb68aa1c9e92ede62ea05c2a755bf5516de;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_world.glsl b/shaders/common_world.glsl index cb68f35..b734743 100644 --- a/shaders/common_world.glsl +++ b/shaders/common_world.glsl @@ -54,19 +54,15 @@ float world_water_depth( vec3 pos ) return world_depth_sample( pos ) - ref_depth; } -float shadow_sample( vec3 vdir ) -{ - vec3 sample_pos = aWorldCo + vdir; - float height_sample = world_depth_sample( sample_pos ); +float shadow_sample( vec3 co ){ + float height_sample = world_depth_sample( co ); - float fdelta = height_sample - sample_pos.y; + float fdelta = height_sample - co.y; return clamp( fdelta, 0.2, 0.4 )-0.2; } -float newlight_compute_sun_shadow( vec3 dir ) -{ - if( g_shadow_samples == 0 ) - { +float newlight_compute_sun_shadow( vec3 co, vec3 dir ){ + if( g_shadow_samples == 0 ){ return 1.0; } @@ -74,15 +70,15 @@ float newlight_compute_sun_shadow( vec3 dir ) float flength = g_shadow_length; float famt = 0.0; - famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1); - famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2); - famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3); - famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4); + famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1); + famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2); + famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3); + famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4); - //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5); - //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6); - //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7); - //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8); + //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5); + //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6); + //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7); + //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8); return 1.0 - famt; } @@ -170,8 +166,8 @@ vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co, float fdist = length(halfview); halfview /= fdist; - float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz - * (1.0/(max(g_sun_dir.y,0.0)+0.2)) ); + float world_shadow = newlight_compute_sun_shadow( + co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) ); vec3 total_light = clearskies_lighting( normal, min( light_mask, world_shadow ), halfview );