Add more improvements

This commit is contained in:
schmelczerandras 2020-09-16 14:45:08 +02:00
parent e1c74a8054
commit bc16bdd62e
29 changed files with 288 additions and 160 deletions

View file

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#version 300 es
precision lowp float;
#define INFINITY 1000.0
#define LIGHT_DROP_INSIDE_RATIO 0.5
#define AMBIENT_LIGHT vec3(0.25, 0.15, 0.25)
#define SHADOW_HARDNESS 150.0
#define HARD_SHADOW_TRACE_COUNT {hardShadowTraceCount}
#define SOFT_SHADOW_TRACE_COUNT {softShadowTraceCount}
{macroDefinitions}
uniform bool softShadowsEnabled;
uniform vec2 squareToAspectRatioTimes2;
uniform float shadingNdcPixelSize;
uniform sampler2D distanceTexture;
in vec2 position;
in vec2 uvCoordinates;
vec3[3] colors = vec3[](
{palette}
);
float getDistance(in vec2 target, out vec3 color) {
vec4 values = texture(distanceTexture, target);
color = colors[int(values[1])];
return values[0];
}
float getDistance(in vec2 target) {
return texture(distanceTexture, target)[0];
}
float softShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
float rayLength = startingDistance;
float q = 1.0 / SHADOW_HARDNESS;
for (int j = 0; j < SOFT_SHADOW_TRACE_COUNT; j++) {
float minDistance = getDistance(uvCoordinates + direction * rayLength);
q = min(q, minDistance / rayLength);
rayLength += minDistance / 2.5;
if (rayLength >= lightCenterDistance) {
return q * SHADOW_HARDNESS;
}
}
return 0.0;
}
float hardShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
float rayLength = startingDistance;
for (int j = 0; j < HARD_SHADOW_TRACE_COUNT; j++) {
rayLength += getDistance(uvCoordinates + direction * rayLength);
}
return step(lightCenterDistance, rayLength);
}
float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
return softShadowsEnabled ?
softShadowTransparency(startingDistance, lightCenterDistance, direction) :
hardShadowTransparency(startingDistance, lightCenterDistance, direction);
}
#if CIRCLE_LIGHT_COUNT > 0
uniform struct CircleLight {
vec2 center;
float lightDrop;
vec3 value;
}[CIRCLE_LIGHT_COUNT] circleLights;
in vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
vec3 colorInPosition(CircleLight light, out float lightCenterDistance) {
lightCenterDistance = distance(light.center, position);
return light.value / pow(
lightCenterDistance / light.lightDrop + 1.0, 2.0
);
}
vec3 colorInPositionInside(CircleLight light) {
float lightCenterDistance = distance(light.center, position);
return light.value / pow(
lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
);
}
#endif
#if FLASHLIGHT_COUNT > 0
uniform struct Flashlight {
vec2 center;
vec2 direction;
float lightDrop;
vec3 value;
}[FLASHLIGHT_COUNT] flashlights;
in vec2[FLASHLIGHT_COUNT] flashlightDirections;
float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
return smoothstep(0.0, 1.0, 10.0 * max(0.0, dot(targetDirection, lightDirection) - 0.9));
}
vec3 colorInPosition(Flashlight light, vec2 positionDirection, out float lightCenterDistance) {
lightCenterDistance = distance(light.center, position);
return intensityInDirection(light.direction, positionDirection) * light.value / pow(
lightCenterDistance / light.lightDrop + 1.0, 2.0
);
}
vec3 colorInPositionInside(Flashlight light, vec2 positionDirection) {
float lightCenterDistance = distance(light.center, position);
return intensityInDirection(light.direction, positionDirection) * light.value / pow(
lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
);
}
#endif
out vec4 fragmentColor;
void main() {
vec3 lighting = AMBIENT_LIGHT;
vec3 colorAtPosition;
float startingDistance = getDistance(uvCoordinates, colorAtPosition);
if (startingDistance < 0.0) {
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
lighting += colorInPositionInside(circleLights[i]);
}
#endif
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
lighting += colorInPositionInside(flashlights[i], normalize(flashlightDirections[i]));
}
#endif
} else {
colorAtPosition = vec3(1.0);
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
float lightCenterDistance;
vec3 lightColorAtPosition = colorInPosition(circleLights[i], lightCenterDistance);
lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
}
#endif
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
vec2 originalDirection = normalize(flashlightDirections[i]);
vec2 direction = originalDirection / squareToAspectRatioTimes2;
float lightCenterDistance;
vec3 lightColorAtPosition = colorInPosition(flashlights[i], originalDirection, lightCenterDistance);
if (length(lightColorAtPosition) < 0.01) {
continue;
}
lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
}
#endif
}
fragmentColor = vec4(colorAtPosition * lighting, 1.0);
}