Bail early when tracing
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042e4d05c7
commit
c4811ee59c
2 changed files with 29 additions and 15 deletions
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@ -28,19 +28,22 @@ varying vec2 uvCoordinates;
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float getDistance(in vec2 target, out vec4 color) {
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vec4 values = texture2D(colorTexture, target);
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color = vec4(values.rgb, 1.0);
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return values[3] / 8.0;
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return (values[3] - 0.125) / 8.0;
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}
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float getDistance(in vec2 target) {
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return texture2D(colorTexture, target)[3] / 8.0;
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return (texture2D(colorTexture, target)[3] - 0.125) / 8.0;
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}
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float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
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float rayLength = startingDistance;
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float rayLength = max(0.0, startingDistance);
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for (int j = 0; j < SHADOW_TRACE_COUNT; j++) {
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if (rayLength >= lightCenterDistance) {
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break;
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}
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rayLength += max(0.0, getDistance(uvCoordinates + direction * rayLength));
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}
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return min(1.0, pow(rayLength / lightCenterDistance, 0.3));
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return min(1.0, pow(rayLength / max(lightCenterDistance, 0.00000001), 0.3));
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}
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#ifdef CIRCLE_LIGHT_COUNT
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@ -101,6 +104,10 @@ void main() {
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lightCenterDistance / circleLightIntensities[i] + 1.0, 2.0
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);
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if (dot(lightColorAtPosition, lightColorAtPosition) < 0.000001) {
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continue;
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}
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vec2 direction = normalize(circleLightCenters[i] - position) / squareToAspectRatioTimes2;
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vec3 shadowed = lightColorAtPosition * shadowTransparency(
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startingDistance,
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@ -128,12 +135,12 @@ void main() {
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lightCenterDistance / flashlightIntensities[i] + 1.0, 2.0
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);
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vec2 direction = originalDirection / squareToAspectRatioTimes2;
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if (length(lightColorAtPosition) < 0.0) {
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if (dot(lightColorAtPosition, lightColorAtPosition) < 0.000001) {
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continue;
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}
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vec2 direction = originalDirection / squareToAspectRatioTimes2;
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vec3 shadowed = lightColorAtPosition * shadowTransparency(
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startingDistance,
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lightCenterDistance,
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@ -155,7 +162,7 @@ void main() {
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vec3 outsideColor = {backgroundColor}.rgb * lighting;
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vec3 insideColor = colorAtPosition * lightingInside * INTENSITY_INSIDE_RATIO;
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float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
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float edge = clamp(startingDistance / shadingNdcPixelSize + 0.5, 0.0, 1.0);
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vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
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gl_FragColor = vec4(
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antialiasedColor + ditherNoise() * ditherStrength / 255.0,
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@ -33,16 +33,19 @@ float getDistance(vec2 target) {
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#if FLOAT_LINEAR_ENABLED
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return texture(distanceTexture, target)[0];
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#else
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return texture(distanceTexture, target)[0] / 8.0;
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return (texture(distanceTexture, target)[0] - 0.125) / 8.0;
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#endif
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}
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float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
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float rayLength = startingDistance;
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float rayLength = max(0.0, startingDistance);
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for (int i = 0; i < SHADOW_TRACE_COUNT; i++) {
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if (rayLength >= lightCenterDistance) {
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break;
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}
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rayLength += max(0.0, getDistance(uvCoordinates + direction * rayLength));
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}
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return min(1.0, pow(rayLength / lightCenterDistance, 0.3));
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return min(1.0, pow(rayLength / max(lightCenterDistance, 0.00000001), 0.3));
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}
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#ifdef CIRCLE_LIGHT_COUNT
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@ -117,6 +120,10 @@ void main() {
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float lightCenterDistance;
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vec3 lightColorAtPosition = colorInPosition(i, lightCenterDistance);
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if (dot(lightColorAtPosition, lightColorAtPosition) < 0.000001) {
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continue;
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}
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vec2 direction = normalize(circleLightCenters[i] - position) / squareToAspectRatioTimes2;
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vec3 shadowed = lightColorAtPosition * shadowTransparency(
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startingDistance,
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@ -148,12 +155,12 @@ void main() {
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continue;
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}
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vec2 direction = originalDirection / squareToAspectRatioTimes2;
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if (length(lightColorAtPosition) < 0.0) {
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if (dot(lightColorAtPosition, lightColorAtPosition) < 0.000001) {
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continue;
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}
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vec2 direction = originalDirection / squareToAspectRatioTimes2;
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vec3 shadowed = lightColorAtPosition * shadowTransparency(
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startingDistance,
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lightCenterDistance,
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@ -175,7 +182,7 @@ void main() {
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vec3 outsideColor = {backgroundColor}.rgb * lighting;
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vec3 insideColor = colorAtPosition * lightingInside * INTENSITY_INSIDE_RATIO;
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float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
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float edge = clamp(startingDistance / shadingNdcPixelSize + 0.5, 0.0, 1.0);
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vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
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fragmentColor = vec4(
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antialiasedColor + ditherNoise() * ditherStrength / 255.0,
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