refactor shadows.glsl
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@ -4,59 +4,36 @@
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uniform sampler2DShadow u_shadows[2];
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uniform mat4 u_shadowsMatrix[2];
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uniform float u_dayTime;
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uniform int u_shadowsRes;
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float calc_shadow() {
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float shadow = 1.0;
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if (u_enableShadows) {
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vec4 mpos = u_shadowsMatrix[0] * vec4(a_modelpos.xyz + a_realnormal * 0.04, 1.0);
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vec3 projCoords = mpos.xyz / mpos.w;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.0001;
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vec4 wmpos = u_shadowsMatrix[1] * vec4(a_modelpos.xyz + a_realnormal * 0.2, 1.0);
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vec3 wprojCoords = wmpos.xyz / wmpos.w;
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wprojCoords = wprojCoords * 0.5 + 0.5;
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wprojCoords.z -= 0.0001;
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shadow = 0.0;
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// TODO: optimize
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if (dot(a_realnormal, u_sunDir) < 0.0 || true) {
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if (a_distance > 128) {
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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shadow += texture(
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u_shadows[1],
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wprojCoords.xyz +
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vec3(x, y, -(abs(x) + abs(y))) /
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u_shadowsRes
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);
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}
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}
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shadow /= 9;
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} else {
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for (int y = -2; y <= 2; y++) {
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for (int x = -2; x <= 2; x++) {
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shadow += texture(
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u_shadows[0],
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projCoords.xyz +
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vec3(x, y, -(abs(x) + abs(y))) /
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u_shadowsRes * 1.0
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);
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}
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}
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shadow /= 25;
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}
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float s = abs(cos(u_dayTime * 3.141592 * 2.0));
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s = pow(s, 0.7);
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shadow = mix(0.5, shadow * 0.5 + 0.5, s);
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} else {
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shadow = 0.5;
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}
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if (!u_enableShadows) {
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return 1.0;
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}
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return shadow;
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float step = 1.0 / float(u_shadowsRes);
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float s = pow(abs(cos(u_dayTime * 6.283185)), 0.7); // 2*PI precomputed
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vec3 normalOffset = a_realnormal * (a_distance > 128.0 ? 0.2 : 0.04);
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int shadowIdx = a_distance > 128.0 ? 1 : 0;
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vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(a_modelpos.xyz + normalOffset, 1.0);
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vec3 projCoords = mpos.xyz / mpos.w;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.0001;
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float shadow = 0.0;
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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vec3 offset = vec3(x, y, -(abs(x) + abs(y))) * step;
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shadow += texture(u_shadows[shadowIdx], projCoords + offset);
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}
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}
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shadow /= 9.0;
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} else {
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shadow = 0.5;
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}
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return 0.5 * (1.0 + s * shadow);
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}
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#endif // SHADOWS_GLSL_
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