feat: shadows in fast pipeline & improve lights mix

This commit is contained in:
MihailRis
2025-05-10 14:12:52 +03:00
parent 30a0b81680
commit e158b384fa
9 changed files with 62 additions and 25 deletions
+1 -1
View File
@@ -58,5 +58,5 @@ function on_hud_open()
local slot = gfx.posteffects.index("core:default")
gfx.posteffects.set_effect(slot, "ssao")
gfx.posteffects.set_intensity(slot, 1.0)
--gfx.posteffects.set_intensity(slot, 1.0)
end
+9 -8
View File
@@ -12,15 +12,16 @@ float calc_shadow() {
shadow = 0.0;
if (dot(a_realnormal, u_sunDir) < 0.0) {
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
shadow += texture(u_shadows, projCoords.xyz + vec3(
x * (1.0 / u_shadowsRes),
y * (1.0 / u_shadowsRes), 0.0
));
}
const vec3 offsets[4] = vec3[4](
vec3(0.5, 0.5, 0.0),
vec3(-0.5, 0.5, 0.0),
vec3(0.5, -0.5, 0.0),
vec3(-0.5, -0.5, 0.0)
);
for (int i = 0; i < 4; i++) {
shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
}
shadow /= 9;
shadow /= 4;
shadow = shadow * 0.5 + 0.5;
} else {
shadow = 0.5;
+5 -4
View File
@@ -2,7 +2,8 @@ layout (location = 0) out vec4 f_color;
layout (location = 1) out vec4 f_position;
layout (location = 2) out vec4 f_normal;
in vec4 a_color;
in vec4 a_torchLight;
in vec3 a_skyLight;
in vec2 a_texCoord;
in float a_fog;
in vec3 a_position;
@@ -31,7 +32,7 @@ void main() {
float shadow = calc_shadow();
vec3 fogColor = texture(u_skybox, a_dir).rgb;
vec4 texColor = texture(u_texture0, a_texCoord);
float alpha = a_color.a * texColor.a;
float alpha = texColor.a;
if (u_alphaClip) {
if (alpha < 0.2f)
discard;
@@ -45,8 +46,8 @@ void main() {
else if (u_debugNormals) {
texColor.rgb *= a_normal * 0.5 + 0.5;
}
f_color = a_color * texColor;
f_color.rgb *= shadow;
f_color = texColor;
f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight * shadow);
f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
f_color.a = alpha;
f_position = vec4(a_position, 1.0);
+6 -4
View File
@@ -12,7 +12,8 @@ out vec3 a_dir;
out vec3 a_normal;
out vec3 a_position;
out vec3 a_realnormal;
out vec4 a_color;
out vec4 a_torchLight;
out vec3 a_skyLight;
out vec4 a_modelpos;
uniform mat4 u_model;
@@ -38,13 +39,14 @@ void main() {
vec3 light = v_light.rgb;
float torchlight = calc_torch_light(a_modelpos.xyz);
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
a_torchLight = vec4(pow(light + torchlight * u_torchlightColor, vec3(u_gamma)), 1.0f);
a_texCoord = v_texCoord;
a_dir = a_modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_skybox);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a);
a_skyLight = skyLightColor.rgb*v_light.a;
//a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a);
a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
a_fog = calc_fog(a_distance / 256.0);