da_jungle/client/shaderpacks/Bliss-Shader-main/shaders/lib/Shadows.glsl
2024-11-10 19:58:01 +00:00

34 lines
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1.1 KiB
GLSL

// Emin's and Gri's combined ideas to stop peter panning and light leaking, also has little shadowacne so thats nice
// https://www.complementary.dev/reimagined
// https://github.com/gri573
void GriAndEminShadowFix(
inout vec3 WorldPos,
vec3 FlatNormal,
float VanillaAO,
float SkyLightmap
){
float minvalue = 0.007;
#ifdef DISTANT_HORIZONS_SHADOWMAP
minvalue = 0.035;
#endif
// float DistanceOffset = clamp(0.17 + length(WorldPos) / (shadowMapResolution*0.20), 0.0,1.0) ;
// float DistanceOffset = clamp(0.17 + length(WorldPos) / (shadowMapResolution*0.20), 0.0,1.0) ;
float shadowResScale = (2048.0/shadowMapResolution) / 4.0;
float DistanceOffset = (length(WorldPos)+4.0) * (minvalue + shadowResScale*0.015);
vec3 Bias = FlatNormal * DistanceOffset; // adjust the bias thingy's strength as it gets farther away.
vec3 finalBias = Bias;
// stop lightleaking by zooming up, centered on blocks
vec2 scale = vec2(0.5); scale.y *= 0.5;
vec3 zoomShadow = scale.y - scale.x * fract(WorldPos + cameraPosition + Bias*scale.y);
if(SkyLightmap < 0.1) finalBias = mix(Bias, zoomShadow, clamp(VanillaAO*5,0,1));
WorldPos += finalBias;
}