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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
merge and shadow fixes
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@@ -39,50 +39,15 @@ uniform float specular;
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uniform light_s lights[8];
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uniform uint lights_count;
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vec2 poissonDisk[16] = vec2[](
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vec2( -0.94201624, -0.39906216 ),
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vec2( 0.94558609, -0.76890725 ),
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vec2( -0.094184101, -0.92938870 ),
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vec2( 0.34495938, 0.29387760 ),
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vec2( -0.91588581, 0.45771432 ),
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vec2( -0.81544232, -0.87912464 ),
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vec2( -0.38277543, 0.27676845 ),
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vec2( 0.97484398, 0.75648379 ),
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vec2( 0.44323325, -0.97511554 ),
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vec2( 0.53742981, -0.47373420 ),
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vec2( -0.26496911, -0.41893023 ),
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vec2( 0.79197514, 0.19090188 ),
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vec2( -0.24188840, 0.99706507 ),
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vec2( -0.81409955, 0.91437590 ),
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vec2( 0.19984126, 0.78641367 ),
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vec2( 0.14383161, -0.14100790 )
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);
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float random(vec3 seed, int i)
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{
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vec4 seed4 = vec4(seed,i);
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float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673));
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return fract(sin(dot_product) * 43758.5453);
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}
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float calc_shadow()
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{
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vec3 coords = f_light_pos.xyz;// / f_light_pos.w;
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coords = coords * 0.5 + 0.5;
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float bias = 0.005;
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vec3 coords = f_light_pos.xyz;
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float bias = clamp(0.0025*tan(acos(clamp(dot(f_normal, -lights[0].dir), 0.0, 1.0))), 0, 0.01);
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//PCF
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//sampler PCF
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//float shadow = texture(shadowmap, vec3(coords.xy, coords.z - bias));
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//PCF + stratified poisson sampling
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//float shadow = 1.0;
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//for (int i=0;i<4;i++)
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//{
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// int index = int(16.0*random(gl_FragCoord.xyy, i))%16;
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// shadow -= 0.25*(1.0-texture(shadowmap, vec3(coords.xy + poissonDisk[index]/5000.0, coords.z - bias)));
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//}
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//PCF + PCF
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//sampler PCF + PCF
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float shadow = 0.0;
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vec2 texel = 1.0 / textureSize(shadowmap, 0);
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for (float y = -1.5; y <= 1.5; y += 1.0)
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@@ -159,8 +124,10 @@ void main()
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part = calc_point_light(light);
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else if (light.type == LIGHT_DIR)
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part = calc_dir_light(light);
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result += light.color * part * shadow;
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if (i == 0U)
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part *= shadow;
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result += light.color * part;
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}
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vec4 tex_color = texture(tex, f_coord);
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@@ -1,7 +1,10 @@
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#version 330
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in vec3 f_pos;
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in vec2 f_coord;
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uniform sampler2D tex;
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void main()
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{
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gl_FragDepth = gl_FragCoord.z + (1.0 - texture(tex, f_coord).w);
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}
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@@ -1,8 +1,9 @@
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#version 330
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layout (location = 0) in vec3 v_vert;
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layout (location = 2) in vec2 v_coord;
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out vec3 f_pos;
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out vec2 f_coord;
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uniform mat4 modelview;
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uniform mat4 projection;
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@@ -10,4 +11,5 @@ uniform mat4 projection;
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void main()
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{
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gl_Position = (projection * modelview) * vec4(v_vert, 1.0f);
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f_coord = v_coord;
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}
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