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Add alpha-tested foliage shadows: per-batch texture binding and shadow map receiving
Shadow casting: foliage batches now bind their actual texture in the shadow pass with alpha testing, producing leaf-shaped shadows instead of solid cards. Uses a per-frame resettable descriptor pool for texture sets. Shadow receiving: foliage fragments now sample the shadow map with PCF instead of using a flat constant darkening.
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4 changed files with 106 additions and 30 deletions
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@ -125,32 +125,26 @@ void main() {
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} else {
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vec3 viewDir = normalize(viewPos.xyz - FragPos);
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// Foliage: no specular, no shadow map — both flicker on swaying thin cards
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float spec = 0.0;
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float shadow = 1.0;
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if (isFoliage) {
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// Use a fixed gentle shadow from the shadow system strength
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if (shadowParams.x > 0.5) {
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shadow = mix(1.0, 0.75, shadowParams.y);
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}
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} else {
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if (!isFoliage) {
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vec3 halfDir = normalize(ldir + viewDir);
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spec = pow(max(dot(norm, halfDir), 0.0), 32.0) * specularIntensity;
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}
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if (shadowParams.x > 0.5) {
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float normalOffset = SHADOW_TEXEL * 2.0 * (1.0 - abs(dot(norm, ldir)));
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vec3 biasedPos = FragPos + norm * normalOffset;
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vec4 lsPos = lightSpaceMatrix * vec4(biasedPos, 1.0);
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vec3 proj = lsPos.xyz / lsPos.w;
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proj.xy = proj.xy * 0.5 + 0.5;
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if (proj.x >= 0.0 && proj.x <= 1.0 &&
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proj.y >= 0.0 && proj.y <= 1.0 &&
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proj.z >= 0.0 && proj.z <= 1.0) {
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float bias = max(0.0005 * (1.0 - abs(dot(norm, ldir))), 0.00005);
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shadow = sampleShadowPCF(uShadowMap, vec3(proj.xy, proj.z - bias));
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}
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shadow = mix(1.0, shadow, shadowParams.y);
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if (shadowParams.x > 0.5) {
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float normalOffset = SHADOW_TEXEL * 2.0 * (1.0 - abs(dot(norm, ldir)));
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vec3 biasedPos = FragPos + norm * normalOffset;
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vec4 lsPos = lightSpaceMatrix * vec4(biasedPos, 1.0);
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vec3 proj = lsPos.xyz / lsPos.w;
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proj.xy = proj.xy * 0.5 + 0.5;
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if (proj.x >= 0.0 && proj.x <= 1.0 &&
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proj.y >= 0.0 && proj.y <= 1.0 &&
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proj.z >= 0.0 && proj.z <= 1.0) {
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float bias = max(0.0005 * (1.0 - abs(dot(norm, ldir))), 0.00005);
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shadow = sampleShadowPCF(uShadowMap, vec3(proj.xy, proj.z - bias));
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}
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shadow = mix(1.0, shadow, shadowParams.y);
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}
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// Leaf subsurface scattering (foliage only) — uses stable normal, no FragPos dependency
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