diff --git a/res/shaders/lib/shadows.glsl b/res/shaders/lib/shadows.glsl index db37cdaa..6fede28b 100644 --- a/res/shaders/lib/shadows.glsl +++ b/res/shaders/lib/shadows.glsl @@ -10,20 +10,19 @@ uniform int u_shadowsRes; uniform float u_shadowsOpacity; uniform float u_shadowsSoftness; -float calc_shadow(vec4 modelPos, vec3 realnormal, float distance) { -#ifdef ENABLE_SHADOWS +float calc_shadow( + sampler2DShadow shadowsMap, + mat4 shadowMatrix, + vec4 modelPos, + vec3 realnormal, + vec3 normalOffset, + float bias +) { float step = 1.0 / float(u_shadowsRes); - float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity; - vec3 normalOffset = realnormal * (distance > 64.0 ? 0.2 : 0.04); - int shadowIdx = distance > 80.0 ? 1 : 0; - - vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(modelPos.xyz + normalOffset, 1.0); + vec4 mpos = shadowMatrix * vec4(modelPos.xyz + normalOffset, 1.0); vec3 projCoords = mpos.xyz / mpos.w; projCoords = projCoords * 0.5 + 0.5; - projCoords.z -= 0.00001 / u_shadowsRes; - if (shadowIdx > 0) { - projCoords.z -= 0.001; - } + projCoords.z -= 0.00001 / u_shadowsRes + bias; float shadow = 0.0; if (dot(realnormal, u_sunDir) < 0.0) { @@ -31,13 +30,27 @@ float calc_shadow(vec4 modelPos, vec3 realnormal, float distance) { for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { vec3 offset = vec3(x, y, -(abs(x) + abs(y)) * 0.8) * step * 1.0 * u_shadowsSoftness; - shadow += texture(u_shadows[shadowIdx], projCoords + offset); + shadow += texture(shadowsMap, projCoords + offset); } } shadow /= 9.0; } else { shadow = 0.5; } + return shadow; +} + +// TODO: add array textures support +float calc_shadow(vec4 modelPos, vec3 realnormal, float distance) { +#ifdef ENABLE_SHADOWS + float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity; + vec3 normalOffset = realnormal * (distance > 64.0 ? 0.2 : 0.04); + + // as slow as mix(...) + float shadow = (distance < 80.0) + ? calc_shadow(u_shadows[0], u_shadowsMatrix[0], modelPos, realnormal, normalOffset, 0.0) + : calc_shadow(u_shadows[1], u_shadowsMatrix[1], modelPos, realnormal, normalOffset, 0.001); + return 0.5 * (1.0 + s * shadow); #else return 1.0;