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.
This commit is contained in:
Kelsi 2026-02-23 05:55:03 -08:00
parent 6fc2c36dae
commit 77012adbc6
4 changed files with 106 additions and 30 deletions

View file

@ -125,32 +125,26 @@ void main() {
} else {
vec3 viewDir = normalize(viewPos.xyz - FragPos);
// Foliage: no specular, no shadow map — both flicker on swaying thin cards
float spec = 0.0;
float shadow = 1.0;
if (isFoliage) {
// Use a fixed gentle shadow from the shadow system strength
if (shadowParams.x > 0.5) {
shadow = mix(1.0, 0.75, shadowParams.y);
}
} else {
if (!isFoliage) {
vec3 halfDir = normalize(ldir + viewDir);
spec = pow(max(dot(norm, halfDir), 0.0), 32.0) * specularIntensity;
}
if (shadowParams.x > 0.5) {
float normalOffset = SHADOW_TEXEL * 2.0 * (1.0 - abs(dot(norm, ldir)));
vec3 biasedPos = FragPos + norm * normalOffset;
vec4 lsPos = lightSpaceMatrix * vec4(biasedPos, 1.0);
vec3 proj = lsPos.xyz / lsPos.w;
proj.xy = proj.xy * 0.5 + 0.5;
if (proj.x >= 0.0 && proj.x <= 1.0 &&
proj.y >= 0.0 && proj.y <= 1.0 &&
proj.z >= 0.0 && proj.z <= 1.0) {
float bias = max(0.0005 * (1.0 - abs(dot(norm, ldir))), 0.00005);
shadow = sampleShadowPCF(uShadowMap, vec3(proj.xy, proj.z - bias));
}
shadow = mix(1.0, shadow, shadowParams.y);
if (shadowParams.x > 0.5) {
float normalOffset = SHADOW_TEXEL * 2.0 * (1.0 - abs(dot(norm, ldir)));
vec3 biasedPos = FragPos + norm * normalOffset;
vec4 lsPos = lightSpaceMatrix * vec4(biasedPos, 1.0);
vec3 proj = lsPos.xyz / lsPos.w;
proj.xy = proj.xy * 0.5 + 0.5;
if (proj.x >= 0.0 && proj.x <= 1.0 &&
proj.y >= 0.0 && proj.y <= 1.0 &&
proj.z >= 0.0 && proj.z <= 1.0) {
float bias = max(0.0005 * (1.0 - abs(dot(norm, ldir))), 0.00005);
shadow = sampleShadowPCF(uShadowMap, vec3(proj.xy, proj.z - bias));
}
shadow = mix(1.0, shadow, shadowParams.y);
}
// Leaf subsurface scattering (foliage only) — uses stable normal, no FragPos dependency