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Fix FOV wall shadowing not working properly due to broken fov-lighting (#2114)
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@@ -2,29 +2,15 @@ preset raw;
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#include "/Shaders/Internal/shadow_cast_shared.swsl"
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#include "/Shaders/Internal/fov_shared.swsl"
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const highp float g_MinVariance = 0.0;
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varying highp vec2 worldPosition;
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// Center of the FOV, in world coordinates.
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uniform highp vec2 center;
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void vertex()
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{
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highp vec3 transformed = modelMatrix * vec3(VERTEX, 1.0);
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worldPosition = transformed.xy;
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transformed = projectionMatrix * viewMatrix * transformed;
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VERTEX = transformed.xy;
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}
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void fragment()
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{
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highp vec2 diff = worldPosition - center;
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highp float ourDist = length(worldSpaceDiff);
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highp float ourDist = length(diff);
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highp vec2 occlDist = occludeDepth(diff, TEXTURE, 0.25);
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highp vec2 occlDist = occludeDepth(worldSpaceDiff, TEXTURE, 0.25);
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highp float occlusion = ChebyshevUpperBound(occlDist, ourDist);
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@@ -2,21 +2,10 @@ preset raw;
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#include "/Shaders/Internal/shadow_cast_shared.swsl"
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#include "/Shaders/Internal/fov_shared.swsl"
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const highp float g_MinVariance = 0.0;
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// World-space position offset from centre to pixel.
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varying highp vec2 worldSpaceDiff;
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// Inverted transformation matrix from clip coordinates to difference coordinates.
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uniform highp mat3 clipToDiff;
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void vertex()
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{
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// Convert quad-space (0.0 to 1.0) to clip-space (-1.0 to 1.0)
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VERTEX = (VERTEX.xy - 0.5) * 2.0;
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worldSpaceDiff = (clipToDiff * vec3(VERTEX, 1.0)).xy;
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}
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void fragment()
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{
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highp float ourDist = length(worldSpaceDiff);
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16
Resources/Shaders/Internal/fov_shared.swsl
Normal file
16
Resources/Shaders/Internal/fov_shared.swsl
Normal file
@@ -0,0 +1,16 @@
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// Shared between fov-lighting.swsl and fov.swsl, which both use the Clyde quad,
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// manually transformed into clip-space to cover the entire viewport
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// World-space position offset from centre to pixel.
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varying highp vec2 worldSpaceDiff;
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// Inverted transformation matrix from clip coordinates to difference coordinates.
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uniform highp mat3 clipToDiff;
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void vertex()
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{
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// Convert quad-space (0.0 to 1.0) to clip-space (-1.0 to 1.0)
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VERTEX = (VERTEX.xy - 0.5) * 2.0;
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worldSpaceDiff = (clipToDiff * vec3(VERTEX, 1.0)).xy;
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}
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