improve shadows
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parent
44f7051a94
commit
ed5efd9c3a
@ -58,5 +58,5 @@ function on_hud_open()
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local slot = gfx.posteffects.index("core:default")
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local slot = gfx.posteffects.index("core:default")
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gfx.posteffects.set_effect(slot, "ssao")
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gfx.posteffects.set_effect(slot, "ssao")
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--gfx.posteffects.set_intensity(slot, 1.0)
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gfx.posteffects.set_intensity(slot, 1.0)
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end
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end
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@ -16,24 +16,21 @@ vec4 effect() {
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vec3 bitangent = cross(normal, tangent);
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vec3 bitangent = cross(normal, tangent);
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mat3 tbn = mat3(tangent, bitangent, normal);
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mat3 tbn = mat3(tangent, bitangent, normal);
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float occlusion = 1.0;
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float occlusion = 0.0;
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if (u_enableShadows) {
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for (int i = 0; i < kernelSize; i++) {
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occlusion = 0.0;
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vec3 samplePos = tbn * u_ssaoSamples[i];
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for (int i = 0; i < kernelSize; i++) {
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samplePos = position + samplePos * radius;
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vec3 samplePos = tbn * u_ssaoSamples[i];
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samplePos = position + samplePos * radius;
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vec4 offset = vec4(samplePos, 1.0);
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vec4 offset = vec4(samplePos, 1.0);
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offset = u_projection * offset;
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offset = u_projection * offset;
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offset.xyz /= offset.w;
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offset.xyz /= offset.w;
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offset.xyz = offset.xyz * 0.5 + 0.5;
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offset.xyz = offset.xyz * 0.5 + 0.5;
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float sampleDepth = texture(u_position, offset.xy).z;
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float sampleDepth = texture(u_position, offset.xy).z;
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float rangeCheck = smoothstep(0.0, 1.0, radius / abs(position.z - sampleDepth));
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float rangeCheck = smoothstep(0.0, 1.0, radius / abs(position.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
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occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
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}
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occlusion = min(1.0, 1.05 - (occlusion / kernelSize));
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}
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}
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occlusion = min(1.0, 1.05 - (occlusion / kernelSize));
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float z = -position.z * 0.02;
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float z = -position.z * 0.02;
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z = max(0.0, 1.0 - z);
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z = max(0.0, 1.0 - z);
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@ -1,22 +1,21 @@
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#ifndef SHADOWS_GLSL_
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#ifndef SHADOWS_GLSL_
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#define SHADOWS_GLSL_
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#define SHADOWS_GLSL_
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uniform sampler2DShadow u_shadows;
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uniform sampler2DShadow u_shadows[2];
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uniform sampler2DShadow u_wideShadows;
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uniform mat4 u_shadowsMatrix[2];
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uniform int u_shadowsRes;
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uniform int u_shadowsRes;
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uniform bool u_blurShadows;
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uniform bool u_blurShadows;
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uniform mat4 u_shadowsMatrix;
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uniform mat4 u_wideShadowsMatrix;
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float calc_shadow() {
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float calc_shadow() {
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float shadow = 1.0;
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float shadow = 1.0;
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if (u_enableShadows) {
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if (u_enableShadows) {
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vec4 mpos = u_shadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.04, 1.0);
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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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vec3 projCoords = mpos.xyz / mpos.w;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.0001;
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projCoords.z -= 0.0001;
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vec4 wmpos = u_wideShadowsMatrix * vec4(a_modelpos.xyz + a_realnormal * 0.2, 1.0);
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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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vec3 wprojCoords = wmpos.xyz / wmpos.w;
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wprojCoords = wprojCoords * 0.5 + 0.5;
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wprojCoords = wprojCoords * 0.5 + 0.5;
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wprojCoords.z -= 0.0001;
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wprojCoords.z -= 0.0001;
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@ -24,22 +23,37 @@ float calc_shadow() {
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shadow = 0.0;
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shadow = 0.0;
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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if (u_blurShadows) {
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if (u_blurShadows || true) {
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const vec3 offsets[4] = vec3[4](
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if (a_distance > 64) {
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vec3(0.5, 0.5, 0.0),
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for (int y = -1; y <= 1; y++) {
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vec3(-0.5, 0.5, 0.0),
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for (int x = -1; x <= 1; x++) {
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vec3(0.5, -0.5, 0.0),
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shadow += texture(
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vec3(-0.5, -0.5, 0.0)
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u_shadows[1],
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);
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wprojCoords.xyz +
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for (int i = 0; i < 4; i++) {
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vec3(x, y, -(abs(x) + abs(y))) /
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shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
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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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}
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shadow /= 4;
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} else {
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} else {
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if (a_distance > 32.0) {
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if (a_distance > 32.0) {
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shadow = texture(u_wideShadows, wprojCoords.xyz);
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shadow = texture(u_shadows[1], wprojCoords.xyz);
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} else {
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} else {
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shadow = texture(u_shadows, projCoords.xyz);
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shadow = texture(u_shadows[0], projCoords.xyz);
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}
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}
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}
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}
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shadow = shadow * 0.5 + 0.5;
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shadow = shadow * 0.5 + 0.5;
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@ -203,21 +203,16 @@ void BlocksRenderer::blockXSprite(
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const float w = size.x / 1.41f;
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const float w = size.x / 1.41f;
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const glm::vec4 tint (0.8f);
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const glm::vec4 tint (0.8f);
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glm::vec3 n;
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glm::vec3 n(0.0f, 1.0f, 0.0f);
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float bias = 0.05f;
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n = glm::vec3(-0.7f, 0, -0.7f);
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face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, 1}, {0, 1, 0}, n,
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face(glm::vec3(x + xs, y, z + zs) + n * bias, w, size.y, 0, {-1, 0, 1}, {0, 1, 0}, n,
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texface1, lights2, tint);
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texface1, lights2, tint);
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n = glm::vec3(-0.7f, 0, 0.7f);
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face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, 1}, {0, 1, 0}, n,
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face(glm::vec3(x + xs, y, z + zs) + n * bias, w, size.y, 0, {1, 0, 1}, {0, 1, 0}, n,
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texface1, lights1, tint);
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texface1, lights1, tint);
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n = glm::vec3(0.7f, 0, -0.7f);
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face({x + xs, y, z + zs}, w, size.y, 0, {-1, 0, -1}, {0, 1, 0}, n,
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face(glm::vec3(x + xs, y, z + zs) + n * bias, w, size.y, 0, {-1, 0, -1}, {0, 1, 0}, n,
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texface2, lights2, tint);
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texface2, lights2, tint);
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n = glm::vec3(0.7f, 0, 0.7f);
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face({x + xs, y, z + zs}, w, size.y, 0, {1, 0, -1}, {0, 1, 0}, n,
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face(glm::vec3(x + xs, y, z + zs) + n * bias, w, size.y, 0, {1, 0, -1}, {0, 1, 0}, n,
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texface2, lights1, tint);
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texface2, lights1, tint);
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}
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}
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@ -131,17 +131,17 @@ void WorldRenderer::setupWorldShader(
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shader.uniform1i("u_enableShadows", shadows);
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shader.uniform1i("u_enableShadows", shadows);
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if (shadows) {
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if (shadows) {
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shader.uniformMatrix("u_shadowsMatrix", shadowCamera.getProjView());
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shader.uniformMatrix("u_shadowsMatrix[0]", shadowCamera.getProjView());
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shader.uniformMatrix("u_wideShadowsMatrix", wideShadowCamera.getProjView());
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shader.uniformMatrix("u_shadowsMatrix[1]", wideShadowCamera.getProjView());
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shader.uniform3f("u_sunDir", shadowCamera.front);
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shader.uniform3f("u_sunDir", shadowCamera.front);
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shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
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shader.uniform1i("u_shadowsRes", shadowMap->getResolution());
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glActiveTexture(GL_TEXTURE4);
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glActiveTexture(GL_TEXTURE4);
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shader.uniform1i("u_shadows", 4);
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shader.uniform1i("u_shadows[0]", 4);
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glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
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glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthMap());
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glActiveTexture(GL_TEXTURE5);
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glActiveTexture(GL_TEXTURE5);
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shader.uniform1i("u_wideShadows", 5);
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shader.uniform1i("u_shadows[1]", 5);
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glBindTexture(GL_TEXTURE_2D, wideShadowMap->getDepthMap());
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glBindTexture(GL_TEXTURE_2D, wideShadowMap->getDepthMap());
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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@ -358,11 +358,13 @@ void WorldRenderer::generateShadowsMap(
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const auto& settings = engine.getSettings();
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const auto& settings = engine.getSettings();
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int resolution = shadowMap.getResolution();
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int resolution = shadowMap.getResolution();
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float shadowMapScale = 0.2f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get())) * scale;
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float shadowMapScale =
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0.2f / (1 << glm::max(0L, settings.graphics.shadowsQuality.get())) *
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scale;
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float shadowMapSize = resolution * shadowMapScale;
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float shadowMapSize = resolution * shadowMapScale;
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glm::vec3 basePos = glm::floor(camera.position / 500.0f) * 500.0f;
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glm::vec3 basePos = glm::floor(camera.position);
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shadowCamera = Camera(basePos + glm::mod(camera.position, 500.0f), shadowMapSize);
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shadowCamera = Camera(basePos, shadowMapSize);
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shadowCamera.near = 0.1f;
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shadowCamera.near = 0.1f;
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shadowCamera.far = 800.0f;
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shadowCamera.far = 800.0f;
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shadowCamera.perspective = false;
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shadowCamera.perspective = false;
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@ -378,20 +380,15 @@ void WorldRenderer::generateShadowsMap(
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shadowCamera.position -= shadowCamera.front * 200.0f;
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shadowCamera.position -= shadowCamera.front * 200.0f;
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shadowCamera.position += shadowCamera.up * 10.0f;
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shadowCamera.position += shadowCamera.up * 10.0f;
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shadowCamera.position += camera.front * 100.0f;
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auto view = shadowCamera.getView();
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auto view = shadowCamera.getView();
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auto currentPos = shadowCamera.position;
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auto currentPos = shadowCamera.position;
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auto min = view * glm::dvec4(currentPos - (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
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auto min = view * glm::vec4(currentPos - (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
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auto max = view * glm::dvec4(currentPos + (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
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auto max = view * glm::vec4(currentPos + (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
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float texelSize = (max.x - min.x) / shadowMapSize;
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shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 800.0f));
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float snappedLeft = glm::round(min.x / texelSize) * texelSize;
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float snappedBottom = glm::round(min.y / texelSize) * texelSize;
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float snappedRight = snappedLeft + shadowMapSize * texelSize;
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float snappedTop = snappedBottom + shadowMapSize * texelSize;
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shadowCamera.setProjection(glm::ortho(snappedLeft, snappedRight, snappedBottom, snappedTop, 0.1f, 800.0f));
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{
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{
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frustumCulling->update(shadowCamera.getProjView());
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frustumCulling->update(shadowCamera.getProjView());
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@ -426,7 +423,7 @@ void WorldRenderer::draw(
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const auto& settings = engine.getSettings();
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const auto& settings = engine.getSettings();
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gbufferPipeline = settings.graphics.advancedRender.get();
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gbufferPipeline = settings.graphics.advancedRender.get();
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int shadowsQuality = settings.graphics.shadowsQuality.get();
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int shadowsQuality = settings.graphics.shadowsQuality.get();
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int resolution = 512 << shadowsQuality;
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int resolution = 1024 << shadowsQuality;
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if (shadowsQuality > 0 && !shadows) {
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if (shadowsQuality > 0 && !shadows) {
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shadowMap = std::make_unique<ShadowMap>(resolution);
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shadowMap = std::make_unique<ShadowMap>(resolution);
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wideShadowMap = std::make_unique<ShadowMap>(resolution);
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wideShadowMap = std::make_unique<ShadowMap>(resolution);
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@ -454,11 +451,11 @@ void WorldRenderer::draw(
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chunks->update();
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chunks->update();
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static int frameid = 0;
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static int frameid = 0;
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if (shadows) {
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if (shadows && frameid % 3 == 0) {
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if (frameid % 2 == 0) {
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if (frameid % 2 == 0) {
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generateShadowsMap(camera, pctx, *shadowMap, shadowCamera, 1.0f);
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generateShadowsMap(camera, pctx, *shadowMap, shadowCamera, 1.0f);
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} else {
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} else {
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generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 8.0f);
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generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 4.0f);
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}
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}
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}
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}
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frameid++;
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frameid++;
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