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authorJuan Linietsky <reduzio@gmail.com>2019-10-31 21:27:42 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 12:05:03 +0100
commit8deb977551b58f814f1dcdbc6692b143b871a82c (patch)
treed198b05179112be6e57992a13849b0035038f381 /servers/visual
parentda0457fa29e1ea63f89b1e1d73e72c4dc80a9966 (diff)
Changed SDF processing to smooth out shadows.
Diffstat (limited to 'servers/visual')
-rw-r--r--servers/visual/rasterizer_rd/shaders/giprobe.glsl28
1 files changed, 23 insertions, 5 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/giprobe.glsl b/servers/visual/rasterizer_rd/shaders/giprobe.glsl
index d756058356..0bec71b3df 100644
--- a/servers/visual/rasterizer_rd/shaders/giprobe.glsl
+++ b/servers/visual/rasterizer_rd/shaders/giprobe.glsl
@@ -202,20 +202,23 @@ float raymarch(float distance,float distance_adv,vec3 from,vec3 direction) {
vec3 cell_size = 1.0 / vec3(params.limits);
-
- while (distance > 0.0) { //use this to avoid precision errors
+ float occlusion = 1.0;
+ while (distance > 0.5) { //use this to avoid precision errors
float advance = texture(sampler3D(texture_sdf,texture_sampler),from * cell_size).r * 255.0 - 1.0;
if (advance<0.0) {
+ occlusion = 0.0;
break;
}
+ occlusion=min(advance,occlusion);
+
advance = max(distance_adv, advance - mod(advance, distance_adv)); //should always advance in multiples of distance_adv
from += direction * advance;
distance -= advance;
}
- return max(0.0,distance);
+ return occlusion;//max(0.0,distance);
}
@@ -320,7 +323,11 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i
vec3 to = pos;
- to-= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion
+ if (length(normal) > 0.2) {
+ to += normal * distance_adv * 0.51;
+ } else {
+ to -= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion
+ }
//clip
clip_segment(mix(vec4(-1.0,0.0,0.0,0.0),vec4(1.0,0.0,0.0,float(params.limits.x-1)),bvec4(light_dir.x < 0.0)),to,light_pos);
@@ -337,12 +344,23 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i
light_pos = to - light_dir * distance;
//from -= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion
- float dist = raymarch(distance,distance_adv,light_pos,light_dir);
+
+ /*float dist = raymarch(distance,distance_adv,light_pos,light_dir);
if (dist > distance_adv) {
return false;
}
+ attenuation *= 1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
+ */
+
+ float occlusion = raymarch(distance,distance_adv,light_pos,light_dir);
+
+ if (occlusion==0.0) {
+ return false;
+ }
+
+ attenuation *= occlusion;//1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
}