Files
Eclipse-Shader/shaders/lib/Shadows.glsl
T
2025-11-24 00:33:39 +01:00

35 lines
1.4 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 transition
){
transition = 1.0-transition;
transition *= transition*transition*transition*transition*transition*transition;
float zoomLevel = mix(0.0, 0.5, transition);
if(zoomLevel > 0.001 && isEyeInWater != 1) WorldPos = WorldPos - ( fract(WorldPos+cameraPosition - WorldPos*0.0001)*zoomLevel - zoomLevel*0.5);
}
void applyShadowBias(inout vec3 projectedShadowPosition, in vec3 playerPos, in vec3 geoNormals, float POM_DEEPNESS){
// Calculate the bias size according to the 1:1 ratio of one shadow texel to one full block
#if defined POM_OFFSET_SHADOW_BIAS
float biasSize = (shadowDistance / shadowMapResolution*2.0) * (2.0 + POM_DEEPNESS*(1.0+POM_DEPTH*3.0));
#else
float biasSize = (shadowDistance / shadowMapResolution*2.0) * 2.0;
#endif
float biasDistanceFactor = length(projectedShadowPosition.xy);
biasDistanceFactor = 1.0 + biasDistanceFactor * ((16.0*8.0) / shadowDistance) * 0.1;
#ifdef CUSTOM_MOON_ROTATION
projectedShadowPosition += (mat3(customShadowMatrixSSBO) * geoNormals) * biasSize * 0.15 * biasDistanceFactor;
#else
projectedShadowPosition += (mat3(shadowModelView) * geoNormals) * biasSize * 0.15 * biasDistanceFactor;
#endif
}