diff options
author | Juan Linietsky <reduzio@gmail.com> | 2019-07-08 09:53:40 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2020-02-11 11:53:28 +0100 |
commit | a3f8ffac63a95d0ebcbe2f0b864e0ea33d29e1d3 (patch) | |
tree | 861865cfcdf56232d1e69c64056ea7e8dc9d0338 /servers/visual/rasterizer/shaders/canvas.glsl | |
parent | f04359e70f87a6ffa0522f2b62319d605cd65792 (diff) |
Use a special sampler for 2D shadows, so they are softer
Diffstat (limited to 'servers/visual/rasterizer/shaders/canvas.glsl')
-rw-r--r-- | servers/visual/rasterizer/shaders/canvas.glsl | 45 |
1 files changed, 24 insertions, 21 deletions
diff --git a/servers/visual/rasterizer/shaders/canvas.glsl b/servers/visual/rasterizer/shaders/canvas.glsl index eb5bdbe46e..defe8630be 100644 --- a/servers/visual/rasterizer/shaders/canvas.glsl +++ b/servers/visual/rasterizer/shaders/canvas.glsl @@ -522,33 +522,36 @@ FRAGMENT_SHADER_CODE //float distance = length(shadow_pos); float shadow; uint shadow_mode = light_array.data[light_base].flags&LIGHT_FLAGS_FILTER_MASK; + + vec4 shadow_uv = vec4(tex_ofs,0.0,distance,1.0); + if (shadow_mode==LIGHT_FLAGS_SHADOW_NEAREST) { - shadow = step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs,0.0)).x,distance); + shadow = textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv).x; } else if (shadow_mode==LIGHT_FLAGS_SHADOW_PCF5) { - float shadow_pixel_size = light_array.data[light_base].shadow_pixel_size; + vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size,0.0,0.0,0.0); shadow = 0.0; - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*2.0,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*2.0,0.0)).x,distance); + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv-shadow_pixel_size*2.0).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv-shadow_pixel_size).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv+shadow_pixel_size).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv+shadow_pixel_size*2.0).x; shadow/=5.0; } else if (shadow_mode==LIGHT_FLAGS_SHADOW_PCF13) { - float shadow_pixel_size = light_array.data[light_base].shadow_pixel_size; + vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size,0.0,0.0,0.0); shadow = 0.0; - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*6.0,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*5.0,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*4.0,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*3.0,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size*2.0,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs-shadow_pixel_size,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*2.0,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*3.0,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*4.0,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*5.0,0.0)).x,distance); - shadow += step(texture(sampler2D(shadow_textures[texture_idx],texture_sampler),vec2(tex_ofs+shadow_pixel_size*6.0,0.0)).x,distance); + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv-shadow_pixel_size*6.0).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv-shadow_pixel_size*5.0).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv-shadow_pixel_size*4.0).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv-shadow_pixel_size*3.0).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv-shadow_pixel_size*2.0).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv-shadow_pixel_size).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv+shadow_pixel_size).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv+shadow_pixel_size*2.0).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv+shadow_pixel_size*3.0).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv+shadow_pixel_size*4.0).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv+shadow_pixel_size*5.0).x; + shadow += textureProj(sampler2DShadow(shadow_textures[texture_idx],shadow_sampler),shadow_uv+shadow_pixel_size*6.0).x; shadow/=13.0; } |