Improve shadows and add antialiasing
This commit is contained in:
parent
7d2c74d6a8
commit
40b9644171
13 changed files with 182 additions and 187 deletions
|
|
@ -2,47 +2,38 @@
|
|||
|
||||
precision lowp float;
|
||||
|
||||
#define INFINITY 1000.0
|
||||
#define INTENSITY_INSIDE_RATIO 0.5
|
||||
#define SHADOW_TRACE_COUNT {shadowTraceCount}
|
||||
|
||||
{macroDefinitions}
|
||||
|
||||
uniform vec2 squareToAspectRatioTimes2;
|
||||
uniform float shadingNdcPixelSize;
|
||||
uniform float shadowLength;
|
||||
uniform vec2 squareToAspectRatioTimes2;
|
||||
uniform vec3 ambientLight;
|
||||
uniform vec4 backgroundColor;
|
||||
|
||||
uniform sampler2D distanceTexture;
|
||||
uniform sampler2D palette;
|
||||
|
||||
varying vec2 position;
|
||||
varying vec2 uvCoordinates;
|
||||
|
||||
uniform vec3 ambientLight;
|
||||
|
||||
float getDistance(in vec2 target, out vec3 color) {
|
||||
float getDistance(in vec2 target, out vec4 color) {
|
||||
vec4 values = texture2D(distanceTexture, target);
|
||||
color = texture2D(palette, vec2(values[1], 0.0)).rgb;
|
||||
return values[0];
|
||||
color = texture2D(palette, vec2(values[1], 0.0));
|
||||
return values[0] / 8.0;
|
||||
}
|
||||
|
||||
float getDistance(in vec2 target) {
|
||||
return texture2D(distanceTexture, target)[0];
|
||||
return texture2D(distanceTexture, target)[0] / 8.0;
|
||||
}
|
||||
|
||||
float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
|
||||
float rayLength = startingDistance;
|
||||
|
||||
for (int j = 0; j < SHADOW_TRACE_COUNT; j++) {
|
||||
rayLength += getDistance(uvCoordinates + direction * rayLength);
|
||||
rayLength += max(0.0, getDistance(uvCoordinates + direction * rayLength));
|
||||
}
|
||||
|
||||
return min(
|
||||
1.0,
|
||||
(
|
||||
step(lightCenterDistance, rayLength) +
|
||||
rayLength / (shadowLength * shadingNdcPixelSize)
|
||||
) * 2.0
|
||||
);
|
||||
return min(1.0, pow(rayLength / lightCenterDistance, 0.3));
|
||||
}
|
||||
|
||||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
|
|
@ -50,7 +41,6 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
|
|||
uniform vec2 circleLightCenters[CIRCLE_LIGHT_COUNT];
|
||||
uniform float circleLightIntensities[CIRCLE_LIGHT_COUNT];
|
||||
uniform vec3 circleLightColors[CIRCLE_LIGHT_COUNT];
|
||||
|
||||
varying vec2 circleLightDirections[CIRCLE_LIGHT_COUNT];
|
||||
#endif
|
||||
#endif
|
||||
|
|
@ -61,7 +51,6 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
|
|||
uniform float flashlightIntensities[FLASHLIGHT_COUNT];
|
||||
uniform vec3 flashlightColors[FLASHLIGHT_COUNT];
|
||||
uniform vec2 flashlightDirections[FLASHLIGHT_COUNT];
|
||||
|
||||
varying vec2 flashlightActualDirections[FLASHLIGHT_COUNT];
|
||||
|
||||
float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
|
||||
|
|
@ -71,73 +60,70 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
|
|||
#endif
|
||||
|
||||
void main() {
|
||||
vec4 rgbaColorAtPosition;
|
||||
float startingDistance = getDistance(uvCoordinates, rgbaColorAtPosition);
|
||||
|
||||
vec3 colorAtPosition = rgbaColorAtPosition.rgb;
|
||||
|
||||
vec3 lighting = ambientLight;
|
||||
|
||||
vec3 colorAtPosition;
|
||||
float startingDistance = getDistance(uvCoordinates, colorAtPosition);
|
||||
|
||||
if (startingDistance <= 0.0) {
|
||||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
|
||||
float lightCenterDistance = distance(circleLightCenters[i], position);
|
||||
lighting += circleLightColors[i] / pow(
|
||||
lightCenterDistance / (circleLightIntensities[i] * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
|
||||
);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
vec3 lightingInside = lighting * INTENSITY_INSIDE_RATIO;
|
||||
|
||||
#ifdef FLASHLIGHT_COUNT
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
|
||||
float lightCenterDistance = distance(flashlightCenters[i], position);
|
||||
lighting += intensityInDirection(
|
||||
flashlightDirections[i],
|
||||
normalize(flashlightActualDirections[i])
|
||||
) * flashlightColors[i] / pow(
|
||||
lightCenterDistance / (flashlightIntensities[i] * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
|
||||
);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
} else {
|
||||
colorAtPosition = vec3(1.0);
|
||||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
|
||||
float lightCenterDistance = distance(circleLightCenters[i], position);
|
||||
|
||||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
|
||||
vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
|
||||
vec3 lightColorAtPosition = circleLightColors[i] / pow(
|
||||
lightCenterDistance / circleLightIntensities[i] + 1.0, 2.0
|
||||
);
|
||||
|
||||
float lightCenterDistance = distance(circleLightCenters[i], position);
|
||||
lighting += circleLightColors[i] / pow(
|
||||
lightCenterDistance / circleLightIntensities[i] + 1.0, 2.0
|
||||
) * shadowTransparency(startingDistance, lightCenterDistance, direction);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
|
||||
lighting += lightColorAtPosition * shadowTransparency(
|
||||
startingDistance,
|
||||
lightCenterDistance,
|
||||
direction
|
||||
);
|
||||
|
||||
#ifdef FLASHLIGHT_COUNT
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
|
||||
vec2 originalDirection = normalize(flashlightDirections[i]);
|
||||
vec2 direction = originalDirection / squareToAspectRatioTimes2;
|
||||
lightingInside += lightColorAtPosition;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
float lightCenterDistance = distance(flashlightCenters[i], position);
|
||||
vec3 lightColorAtPosition = intensityInDirection(flashlightDirections[i], positionDirection) *
|
||||
flashlightColors[i] / pow(
|
||||
#ifdef FLASHLIGHT_COUNT
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
|
||||
vec2 originalDirection = normalize(flashlightDirections[i]);
|
||||
|
||||
vec3 lightColorAtPosition = colorInPosition(i, originalDirection, lightCenterDistance);
|
||||
float lightCenterDistance = intensityInDirection(flashlightDirections[i], positionDirection)
|
||||
* flashlightColors[lightIndex] / pow(
|
||||
lightCenterDistance / flashlightIntensities[i] + 1.0, 2.0
|
||||
);
|
||||
|
||||
if (length(lightColorAtPosition) < 0.01) {
|
||||
continue;
|
||||
}
|
||||
|
||||
lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
|
||||
vec2 direction = originalDirection / squareToAspectRatioTimes2
|
||||
|
||||
if (length(lightColorAtPosition) < 0.0) {
|
||||
continue;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
lighting += lightColorAtPosition * shadowTransparency(
|
||||
startingDistance,
|
||||
lightCenterDistance,
|
||||
direction
|
||||
);
|
||||
|
||||
lightingInside += lightColorAtPosition;
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(colorAtPosition * lighting, 1.0);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 outsideColor = backgroundColor.rgb * lighting;
|
||||
vec3 insideColor = colorAtPosition * lightingInside;
|
||||
|
||||
float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
|
||||
vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
|
||||
gl_FragColor = vec4(
|
||||
antialiasedColor,
|
||||
mix(rgbaColorAtPosition.a, backgroundColor.a, step(0.0, startingDistance))
|
||||
);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue