From a3f8ffac63a95d0ebcbe2f0b864e0ea33d29e1d3 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Mon, 8 Jul 2019 09:53:40 -0300 Subject: Use a special sampler for 2D shadows, so they are softer --- servers/visual/rasterizer/shaders/canvas.glsl | 45 ++++++++++++---------- .../rasterizer/shaders/canvas_uniforms_inc.glsl | 2 + 2 files changed, 26 insertions(+), 21 deletions(-) (limited to 'servers/visual/rasterizer/shaders') 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; } diff --git a/servers/visual/rasterizer/shaders/canvas_uniforms_inc.glsl b/servers/visual/rasterizer/shaders/canvas_uniforms_inc.glsl index 7f55be051c..36a86c7f63 100644 --- a/servers/visual/rasterizer/shaders/canvas_uniforms_inc.glsl +++ b/servers/visual/rasterizer/shaders/canvas_uniforms_inc.glsl @@ -121,3 +121,5 @@ layout(set = 3, binding = 1, std140) uniform LightData { layout(set = 3, binding = 2) uniform texture2D light_textures[MAX_LIGHT_TEXTURES]; layout(set = 3, binding = 3) uniform texture2D shadow_textures[MAX_LIGHT_TEXTURES]; + +layout(set = 3, binding = 4) uniform sampler shadow_sampler; -- cgit v1.2.3