improve shadows
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@@ -16,24 +16,21 @@ vec4 effect() {
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vec3 bitangent = cross(normal, tangent);
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mat3 tbn = mat3(tangent, bitangent, normal);
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float occlusion = 1.0;
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if (u_enableShadows) {
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occlusion = 0.0;
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for (int i = 0; i < kernelSize; i++) {
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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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offset = u_projection * offset;
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offset.xyz /= offset.w;
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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 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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}
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occlusion = min(1.0, 1.05 - (occlusion / kernelSize));
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float occlusion = 0.0;
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for (int i = 0; i < kernelSize; i++) {
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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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offset = u_projection * offset;
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offset.xyz /= offset.w;
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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 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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}
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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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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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#define SHADOWS_GLSL_
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uniform sampler2DShadow u_shadows;
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uniform sampler2DShadow u_wideShadows;
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uniform sampler2DShadow u_shadows[2];
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uniform mat4 u_shadowsMatrix[2];
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uniform int u_shadowsRes;
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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 shadow = 1.0;
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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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projCoords = projCoords * 0.5 + 0.5;
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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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wprojCoords = wprojCoords * 0.5 + 0.5;
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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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if (dot(a_realnormal, u_sunDir) < 0.0) {
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if (u_blurShadows) {
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const vec3 offsets[4] = vec3[4](
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vec3(0.5, 0.5, 0.0),
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vec3(-0.5, 0.5, 0.0),
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vec3(0.5, -0.5, 0.0),
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vec3(-0.5, -0.5, 0.0)
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);
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for (int i = 0; i < 4; i++) {
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shadow += texture(u_shadows, projCoords.xyz + offsets[i] / u_shadowsRes);
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if (u_blurShadows || true) {
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if (a_distance > 64) {
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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shadow += texture(
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u_shadows[1],
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wprojCoords.xyz +
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vec3(x, y, -(abs(x) + abs(y))) /
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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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shadow /= 4;
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} else {
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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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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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shadow = shadow * 0.5 + 0.5;
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