Improved OpenGL lightning shader

This commit is contained in:
2025-11-03 19:45:02 +01:00
parent 5bced0b35c
commit 4d342d274e

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@@ -23,18 +23,26 @@ float calc_shadow()
for (cascade = 0U; cascade < MAX_CASCADES; cascade++) for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
if (distance <= cascade_end[cascade]) if (distance <= cascade_end[cascade])
break; break;
float dist_casc = distance / cascade_end[cascade];
vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w; vec3 coords = f_light_pos[cascade].xyz / f_light_pos[cascade].w;
if (coords.z < 0.0f) if (coords.z < 0.0)
return 0.0f; return 0.0f;
float shadow = 0.0; float shadow = 0.0;
//basic
// shadow = texture(shadowmap, coords.xyz + vec3(0.0, 0.0, bias));
//PCF
float bias = 0.00005f * float(cascade + 1U); float bias = 0.00005f * float(cascade + 1U);
vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0)); vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
//float radius = 1.0; f_light_pos[cascade].w; //0.5 + 2.0 * max(abs(2.0 * coords.x - 1.0), abs(2.0 * coords.y - 1.0));
float radius = 1.0; float radius = 1.0;
float minradius = 0.0;
if (cascade == 0U)
minradius = 1.0;
if (cascade < MAX_CASCADES - 1U)
radius = mix(minradius, f_light_pos[cascade+1U].w/f_light_pos[cascade].w, dist_casc);
else
radius = 0.5;
for (float y = -1.5; y <= 1.5; y += 1.0) for (float y = -1.5; y <= 1.5; y += 1.0)
for (float x = -1.5; x <= 1.5; x += 1.0) for (float x = -1.5; x <= 1.5; x += 1.0)
shadow += texture(shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) ); shadow += texture(shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) );
@@ -65,7 +73,8 @@ vec2 calc_point_light(light_s light, vec3 fragnormal)
val *= light.intensity; val *= light.intensity;
float distance = length(light.pos - f_pos.xyz); float distance = length(light.pos - f_pos.xyz);
float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance)); float atten = 1.0f / (distance * distance);
//float atten = 1.0f / (1.0f + light.linear * distance + light.quadratic * (distance * distance));
return val * atten; return val * atten;
} }
@@ -137,8 +146,13 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity; float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
// fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity); // fragcolor += mix(lights[0].color * diffuseamount, envcolor, reflectivity);
fragcolor += lights[0].color * diffuseamount; float shadow1 = 0.0;
fragcolor = mix(fragcolor, envcolor, reflectivity); if (shadowtone < 1.0)
{
shadow1 = (1 - shadowtone) * clamp(calc_shadow(), 0.0, 1.00);
}
fragcolor += lights[0].color * 5.0 * (1.0 - shadow1) * diffuseamount;
fragcolor = mix(fragcolor * 0.35, envcolor, reflectivity);
for (uint i = 1U; i < lights_count; i++) for (uint i = 1U; i < lights_count; i++)
{ {
@@ -160,9 +174,9 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0); float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity * clamp(1.0 - shadowtone, 0.0, 1.0);
if (shadowtone < 1.0) if (shadowtone < 1.0)
{ {
float shadow = calc_shadow(); //float shadow = calc_shadow();
specularamount *= clamp(1.0 - shadow, 0.0, 1.0); specularamount *= clamp(1.0 - shadow1, 0.0, 1.00);
fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp(diffuseamount * shadow + specularamount, 0.0, 1.0)); //fragcolor = mix(fragcolor, fragcolor * shadowtone, clamp((diffuseamount) * shadow1 , 0.0, 1.0));
} }
fragcolor += emissioncolor; fragcolor += emissioncolor;
vec3 specularcolor = specularamount * lights[0].color; vec3 specularcolor = specularamount * lights[0].color;