mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
- Fix shadow depth image layout transitions by tracking per-frame old/new layouts. - Update receiver shadow projection to Vulkan clip-depth convention. - Test inverted shadow compare op path (GREATER_OR_EQUAL). - Switch shadow compare samplers to NEAREST filtering for broader Vulkan compatibility. - Expand shadow caster coverage by disabling caster cull filtering in WMO/M2/Character shadow pipelines. - Keep light-space matrix path on stable character-centered framing.
125 lines
4.1 KiB
GLSL
125 lines
4.1 KiB
GLSL
#version 450
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layout(set = 0, binding = 0) uniform PerFrame {
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mat4 view;
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mat4 projection;
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mat4 lightSpaceMatrix;
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vec4 lightDir;
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vec4 lightColor;
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vec4 ambientColor;
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vec4 viewPos;
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vec4 fogColor;
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vec4 fogParams;
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vec4 shadowParams;
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};
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layout(set = 1, binding = 0) uniform sampler2D uTexture;
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layout(set = 1, binding = 2) uniform M2Material {
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int hasTexture;
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int alphaTest;
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int colorKeyBlack;
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float colorKeyThreshold;
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int unlit;
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int blendMode;
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float fadeAlpha;
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float interiorDarken;
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float specularIntensity;
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};
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layout(set = 0, binding = 1) uniform sampler2DShadow uShadowMap;
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layout(location = 0) in vec3 FragPos;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec2 TexCoord;
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layout(location = 0) out vec4 outColor;
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void main() {
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vec4 texColor = hasTexture != 0 ? texture(uTexture, TexCoord) : vec4(1.0);
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float alphaCutoff = 0.5;
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if (alphaTest == 2) {
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// Vegetation cutout: lower threshold to preserve leaf coverage at grazing angles.
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alphaCutoff = 0.33;
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} else if (alphaTest == 3) {
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// Ground detail clutter (grass/small cards) needs softer clipping.
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alphaCutoff = 0.20;
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} else if (alphaTest != 0) {
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alphaCutoff = 0.35;
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}
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if (alphaTest == 2) {
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float alpha = texColor.a;
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float softBand = 0.12;
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if (alpha < (alphaCutoff - softBand)) discard;
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if (alpha < alphaCutoff) {
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vec2 p = floor(gl_FragCoord.xy);
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float n = fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
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float keep = clamp((alpha - (alphaCutoff - softBand)) / softBand, 0.0, 1.0);
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if (n > keep) discard;
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}
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} else if (alphaTest != 0 && texColor.a < alphaCutoff) {
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discard;
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}
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if (colorKeyBlack != 0) {
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float lum = dot(texColor.rgb, vec3(0.299, 0.587, 0.114));
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if (lum < colorKeyThreshold) discard;
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}
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if (blendMode == 1 && texColor.a < 0.004) discard;
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vec3 norm = normalize(Normal);
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bool foliageTwoSided = (alphaTest == 2);
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if (!foliageTwoSided && !gl_FrontFacing) norm = -norm;
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vec3 ldir = normalize(-lightDir.xyz);
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float nDotL = dot(norm, ldir);
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float diff = foliageTwoSided ? abs(nDotL) : max(nDotL, 0.0);
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vec3 result;
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if (unlit != 0) {
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result = texColor.rgb;
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} else {
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vec3 viewDir = normalize(viewPos.xyz - FragPos);
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vec3 halfDir = normalize(ldir + viewDir);
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float spec = pow(max(dot(norm, halfDir), 0.0), 32.0) * specularIntensity;
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float shadow = 1.0;
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if (shadowParams.x > 0.5) {
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vec4 lsPos = lightSpaceMatrix * vec4(FragPos, 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 = texture(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 (foliageTwoSided) shadow = max(shadow, 0.45);
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}
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result = ambientColor.rgb * texColor.rgb
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+ shadow * (diff * lightColor.rgb * texColor.rgb + spec * lightColor.rgb);
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if (interiorDarken > 0.0) {
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result *= mix(1.0, 0.5, interiorDarken);
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}
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}
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float dist = length(viewPos.xyz - FragPos);
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float fogFactor = clamp((fogParams.y - dist) / (fogParams.y - fogParams.x), 0.0, 1.0);
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result = mix(fogColor.rgb, result, fogFactor);
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float outAlpha = texColor.a * fadeAlpha;
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// Cutout materials should not remain partially transparent after discard,
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// otherwise foliage cards look view-dependent.
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if (alphaTest != 0 || colorKeyBlack != 0) {
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outAlpha = fadeAlpha;
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}
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// Foliage cutout should stay opaque after alpha discard to avoid
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// view-angle translucency artifacts.
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if (alphaTest == 2 || alphaTest == 3) {
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outAlpha = 1.0 * fadeAlpha;
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}
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outColor = vec4(result, outAlpha);
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}
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