From 931f0180ef340a149abd44c24b15a1ff588aadac Mon Sep 17 00:00:00 2001 From: MihailRis Date: Fri, 4 Jul 2025 18:20:41 +0300 Subject: [PATCH] update shadows --- res/shaders/lib/shadows.glsl | 17 ++++++++++------- src/graphics/render/WorldRenderer.cpp | 8 ++++---- 2 files changed, 14 insertions(+), 11 deletions(-) diff --git a/res/shaders/lib/shadows.glsl b/res/shaders/lib/shadows.glsl index fa6b9b54..b66f8a4b 100644 --- a/res/shaders/lib/shadows.glsl +++ b/res/shaders/lib/shadows.glsl @@ -15,23 +15,26 @@ float calc_shadow() { float step = 1.0 / float(u_shadowsRes); float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity; vec3 normalOffset = a_realnormal * (a_distance > 64.0 ? 0.2 : 0.04); - int shadowIdx = a_distance > 64.0 ? 1 : 0; + int shadowIdx = a_distance > 80.0 ? 1 : 0; vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(a_modelpos.xyz + normalOffset, 1.0); vec3 projCoords = mpos.xyz / mpos.w; projCoords = projCoords * 0.5 + 0.5; - projCoords.z -= 0.00001; + projCoords.z -= 0.00001 / u_shadowsRes; + if (shadowIdx > 0) { + projCoords.z -= 0.001; + } float shadow = 0.0; if (dot(a_realnormal, u_sunDir) < 0.0) { - // 5x5 kernel - for (int y = -2; y <= 2; y++) { - for (int x = -2; x <= 2; x++) { - vec3 offset = vec3(x, y, -(abs(x) + abs(y)) * 0.1) * step * 2.0 * u_shadowsSoftness; + // 3x3 kernel + for (int y = -1; y <= 1; y++) { + for (int x = -1; x <= 1; x++) { + vec3 offset = vec3(x, y, -(abs(x) + abs(y)) * 0.8) * step * 1.0 * u_shadowsSoftness; shadow += texture(u_shadows[shadowIdx], projCoords + offset); } } - shadow /= 25.0; + shadow /= 9.0; } else { shadow = 0.5; } diff --git a/src/graphics/render/WorldRenderer.cpp b/src/graphics/render/WorldRenderer.cpp index bc24fd27..4d2a2c2a 100644 --- a/src/graphics/render/WorldRenderer.cpp +++ b/src/graphics/render/WorldRenderer.cpp @@ -364,7 +364,7 @@ void WorldRenderer::generateShadowsMap( const auto& settings = engine.getSettings(); int resolution = shadowMap.getResolution(); int quality = settings.graphics.shadowsQuality.get(); - float shadowMapScale = 0.16f / (1 << glm::max(0, quality)) * scale; + float shadowMapScale = 0.32f / (1 << glm::max(0, quality)) * scale; float shadowMapSize = resolution * shadowMapScale; glm::vec3 basePos = glm::floor(camera.position); @@ -380,7 +380,7 @@ void WorldRenderer::generateShadowsMap( } t = fmod(t, 0.5f); - float sunCycleStep = 1.0f / 1000.0f; + float sunCycleStep = 1.0f / 500.0f; float sunAngle = glm::radians( 90.0f - ((static_cast(t / sunCycleStep)) * sunCycleStep + 0.25f) * 360.0f @@ -439,7 +439,7 @@ void WorldRenderer::draw( const auto& settings = engine.getSettings(); gbufferPipeline = settings.graphics.advancedRender.get(); int shadowsQuality = settings.graphics.shadowsQuality.get(); - int resolution = 1024 << shadowsQuality; + int resolution = 512 << shadowsQuality; if (shadowsQuality > 0 && !shadows) { shadowMap = std::make_unique(resolution); wideShadowMap = std::make_unique(resolution); @@ -473,7 +473,7 @@ void WorldRenderer::draw( if (frameid % 2 == 0) { generateShadowsMap(camera, pctx, *shadowMap, shadowCamera, 1.0f); } else { - generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 4.0f); + generateShadowsMap(camera, pctx, *wideShadowMap, wideShadowCamera, 3.0f); } } frameid++;