diff --git a/res/shaders/lib/shadows.glsl b/res/shaders/lib/shadows.glsl index 6056427f..00ba8197 100644 --- a/res/shaders/lib/shadows.glsl +++ b/res/shaders/lib/shadows.glsl @@ -4,59 +4,36 @@ uniform sampler2DShadow u_shadows[2]; uniform mat4 u_shadowsMatrix[2]; uniform float u_dayTime; - uniform int u_shadowsRes; float calc_shadow() { - float shadow = 1.0; - if (u_enableShadows) { - vec4 mpos = u_shadowsMatrix[0] * vec4(a_modelpos.xyz + a_realnormal * 0.04, 1.0); - vec3 projCoords = mpos.xyz / mpos.w; - projCoords = projCoords * 0.5 + 0.5; - projCoords.z -= 0.0001; - - vec4 wmpos = u_shadowsMatrix[1] * vec4(a_modelpos.xyz + a_realnormal * 0.2, 1.0); - vec3 wprojCoords = wmpos.xyz / wmpos.w; - wprojCoords = wprojCoords * 0.5 + 0.5; - wprojCoords.z -= 0.0001; - - shadow = 0.0; - - // TODO: optimize - if (dot(a_realnormal, u_sunDir) < 0.0 || true) { - if (a_distance > 128) { - for (int y = -1; y <= 1; y++) { - for (int x = -1; x <= 1; x++) { - shadow += texture( - u_shadows[1], - wprojCoords.xyz + - vec3(x, y, -(abs(x) + abs(y))) / - u_shadowsRes - ); - } - } - shadow /= 9; - } else { - for (int y = -2; y <= 2; y++) { - for (int x = -2; x <= 2; x++) { - shadow += texture( - u_shadows[0], - projCoords.xyz + - vec3(x, y, -(abs(x) + abs(y))) / - u_shadowsRes * 1.0 - ); - } - } - shadow /= 25; - } - float s = abs(cos(u_dayTime * 3.141592 * 2.0)); - s = pow(s, 0.7); - shadow = mix(0.5, shadow * 0.5 + 0.5, s); - } else { - shadow = 0.5; - } + if (!u_enableShadows) { + return 1.0; } - return shadow; + + float step = 1.0 / float(u_shadowsRes); + float s = pow(abs(cos(u_dayTime * 6.283185)), 0.7); // 2*PI precomputed + vec3 normalOffset = a_realnormal * (a_distance > 128.0 ? 0.2 : 0.04); + int shadowIdx = a_distance > 128.0 ? 1 : 0; + + vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(a_modelpos.xyz + normalOffset, 1.0); + vec3 projCoords = mpos.xyz / mpos.w; + projCoords = projCoords * 0.5 + 0.5; + projCoords.z -= 0.0001; + + float shadow = 0.0; + if (dot(a_realnormal, u_sunDir) < 0.0) { + for (int y = -1; y <= 1; y++) { + for (int x = -1; x <= 1; x++) { + vec3 offset = vec3(x, y, -(abs(x) + abs(y))) * step; + shadow += texture(u_shadows[shadowIdx], projCoords + offset); + } + } + shadow /= 9.0; + } else { + shadow = 0.5; + } + return 0.5 * (1.0 + s * shadow); } #endif // SHADOWS_GLSL_