diff options
author | Hendrik Brucker <hendrik.brucker@mail.de> | 2021-12-08 22:17:09 +0100 |
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committer | Hendrik Brucker <hendrik.brucker@mail.de> | 2021-12-08 22:17:09 +0100 |
commit | 1da732af358a8775fcfa157c99facdbcb7b40221 (patch) | |
tree | 299599461dc4c92b95f8c0cb988809c3e645649d /servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl | |
parent | 46d384060ef20672e23b3c1ffe947ff7898ecf75 (diff) |
Fix volumetric fog in combination with spotlights
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl | 25 |
1 files changed, 19 insertions, 6 deletions
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl index 747f88960c..999e8d0844 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl @@ -581,16 +581,29 @@ void main() { if (spot_lights.data[light_index].shadow_enabled) { //has shadow - vec4 v = vec4(view_pos, 1.0); + vec4 uv_rect = spot_lights.data[light_index].atlas_rect; + vec2 flip_offset = spot_lights.data[light_index].direction.xy; - vec4 splane = (spot_lights.data[light_index].shadow_matrix * v); - splane /= splane.w; + vec3 local_vert = (spot_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz; - float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r; + float shadow_len = length(local_vert); //need to remember shadow len from here + vec3 shadow_sample = normalize(local_vert); - shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade); - } + if (shadow_sample.z >= 0.0) { + uv_rect.xy += flip_offset; + } + + shadow_sample.z = 1.0 + abs(shadow_sample.z); + vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - spot_lights.data[light_index].shadow_bias); + pos.z *= spot_lights.data[light_index].inv_radius; + + pos.xy = pos.xy * 0.5 + 0.5; + pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; + float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r; + + shadow_attenuation = exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade); + } total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g); } } |