]> git.lizzy.rs Git - minetest.git/commitdiff
Tune shadow perspective distortion (#12146)
authorx2048 <codeforsmile@gmail.com>
Thu, 31 Mar 2022 20:40:06 +0000 (22:40 +0200)
committerGitHub <noreply@github.com>
Thu, 31 Mar 2022 20:40:06 +0000 (22:40 +0200)
* Pass perspective distortion parameters as uniforms
* Set all perspective bias parameters via ShadowRenderer
* Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance

12 files changed:
builtin/mainmenu/tab_settings.lua
client/shaders/nodes_shader/opengl_fragment.glsl
client/shaders/nodes_shader/opengl_vertex.glsl
client/shaders/object_shader/opengl_fragment.glsl
client/shaders/object_shader/opengl_vertex.glsl
client/shaders/shadow_shaders/pass1_trans_vertex.glsl
client/shaders/shadow_shaders/pass1_vertex.glsl
src/client/shader.cpp
src/client/shadows/dynamicshadowsrender.cpp
src/client/shadows/dynamicshadowsrender.h
src/client/shadows/shadowsshadercallbacks.cpp
src/client/shadows/shadowsshadercallbacks.h

index 42f7f8daf9f267dde558722d21be62331b56db04..0e761d324823548a60f8e31bde51e0d3aaad2711 100644 (file)
@@ -364,11 +364,11 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
                core.settings:set("enable_dynamic_shadows", "false")
        else
                local shadow_presets = {
-                       [2] = { 80,  512,  "true", 0, "false" },
-                       [3] = { 120, 1024, "true", 1, "false" },
-                       [4] = { 350, 2048, "true", 1, "false" },
-                       [5] = { 350, 2048, "true", 2,  "true" },
-                       [6] = { 450, 4096, "true", 2,  "true" },
+                       [2] = { 55,  512,  "true", 0, "false" },
+                       [3] = { 82,  1024, "true", 1, "false" },
+                       [4] = { 240, 2048, "true", 1, "false" },
+                       [5] = { 240, 2048, "true", 2,  "true" },
+                       [6] = { 300, 4096, "true", 2,  "true" },
                }
                local s = shadow_presets[table.indexof(labels.shadow_levels, fields["dd_shadows"])]
                if s then
index adc8adccb0b5efdade29cad7e62eb245bd404440..3dc66bdb3ef0d69f680023b5ae58fbb910a12468 100644 (file)
@@ -47,17 +47,17 @@ const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
 
 
 #ifdef ENABLE_DYNAMIC_SHADOWS
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
 
 vec4 getPerspectiveFactor(in vec4 shadowPosition)
 {
 
        float pDistance = length(shadowPosition.xy);
-       float pFactor = pDistance * bias0 + bias1;
+       float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
 
-       shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+       shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
 
        return shadowPosition;
 }
@@ -172,12 +172,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
 float getBaseLength(vec2 smTexCoord)
 {
        float l = length(2.0 * smTexCoord.xy - 1.0);     // length in texture coords
-       return bias1 / (1.0 / l - bias0);                                // return to undistorted coords
+       return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0);                              // return to undistorted coords
 }
 
 float getDeltaPerspectiveFactor(float l)
 {
-       return 0.1 / (bias0 * l + bias1);                      // original distortion factor, divided by 10
+       return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1);                      // original distortion factor, divided by 10
 }
 
 float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@@ -489,8 +489,8 @@ void main(void)
                vec3 shadow_color = vec3(0.0, 0.0, 0.0);
                vec3 posLightSpace = getLightSpacePosition();
 
-               float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
-               float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1,  posLightSpace.z  ),0.0);
+               float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 50.0));
+               float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1,  posLightSpace.z),0.0);
 
                if (distance_rate > 1e-7) {
                
index 5e77ac719fd477c8ce475ad33842cc9048e163e6..935fbf04301d909e4f85b70e0feb6006908a80a4 100644 (file)
@@ -45,8 +45,8 @@ varying float nightRatio;
 const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
 const float e = 2.718281828459;
 const float BS = 10.0;
-const float bias0 = 0.9;
-const float bias1 = 1.0 - bias0;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
 
 #ifdef ENABLE_DYNAMIC_SHADOWS
 // custom smoothstep implementation because it's not defined in glsl1.2
@@ -206,9 +206,9 @@ void main(void)
                // Distance from the vertex to the player
                float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
                // perspective factor estimation according to the 
-               float perspectiveFactor = distanceToPlayer * bias0 + bias1;
+               float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
                float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
-                               (f_textureresolution * bias1  - perspectiveFactor * bias0);
+                               (f_textureresolution * xyPerspectiveBias1  - perspectiveFactor * xyPerspectiveBias0);
                float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
                normalOffsetScale = texelSize * slopeScale;
 
index edb9d2bb1d6ed15b73b343b541937814a8e0a1ed..2b9a59cd7781ceea2437158a00581a7345b1d592 100644 (file)
@@ -43,17 +43,17 @@ const float fogShadingParameter = 1.0 / (1.0 - fogStart);
 #endif
 
 #ifdef ENABLE_DYNAMIC_SHADOWS
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
 
 vec4 getPerspectiveFactor(in vec4 shadowPosition)
 {
 
        float pDistance = length(shadowPosition.xy);
-       float pFactor = pDistance * bias0 + bias1;
+       float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
 
-       shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+       shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
 
        return shadowPosition;
 }
@@ -162,12 +162,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
 float getBaseLength(vec2 smTexCoord)
 {
        float l = length(2.0 * smTexCoord.xy - 1.0);     // length in texture coords
-       return bias1 / (1.0 / l - bias0);                                // return to undistorted coords
+       return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0);                              // return to undistorted coords
 }
 
 float getDeltaPerspectiveFactor(float l)
 {
-       return 0.1 / (bias0 * l + bias1);                      // original distortion factor, divided by 10
+       return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1);                      // original distortion factor, divided by 10
 }
 
 float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@@ -477,8 +477,8 @@ void main(void)
                vec3 shadow_color = vec3(0.0, 0.0, 0.0);
                vec3 posLightSpace = getLightSpacePosition();
 
-               float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
-               float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1,  posLightSpace.z  ),0.0);
+               float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 50.0));
+               float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1,  posLightSpace.z),0.0);
 
                if (distance_rate > 1e-7) {
        
index ff0067302fb73ec8c4aa327a4dfba311af1e7429..55861b0e9d081c18a42c50425c199b7bc925102c 100644 (file)
@@ -37,8 +37,8 @@ const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
 varying float vIDiff;
 const float e = 2.718281828459;
 const float BS = 10.0;
-const float bias0 = 0.9;
-const float bias1 = 1.0 - bias0;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
 
 #ifdef ENABLE_DYNAMIC_SHADOWS
 // custom smoothstep implementation because it's not defined in glsl1.2
@@ -116,9 +116,9 @@ void main(void)
                // Distance from the vertex to the player
                float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
                // perspective factor estimation according to the
-               float perspectiveFactor = distanceToPlayer * bias0 + bias1;
+               float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
                float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
-                               (f_textureresolution * bias1  - perspectiveFactor * bias0);
+                               (f_textureresolution * xyPerspectiveBias1  - perspectiveFactor * xyPerspectiveBias0);
                float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
                normalOffsetScale = texelSize * slopeScale;
 
index 0a9efe450e3f4b01055f6c2c9ea37c7c0454807e..6d2877d185376dc4e7c5db730c445f296ce17af8 100644 (file)
@@ -4,15 +4,15 @@ varying vec4 tPos;
 varying vec3 varColor;
 #endif
 
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
 
 vec4 getPerspectiveFactor(in vec4 shadowPosition)
 {
        float pDistance = length(shadowPosition.xy);
-       float pFactor = pDistance * bias0 + bias1;
-       shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+       float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
+       shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
 
        return shadowPosition;
 }
index feee9467f1ccb1055c32975407ab003c85d9f04b..3873ac6e68603160b44edfdd3235f1e4283c20e1 100644 (file)
@@ -1,15 +1,15 @@
 uniform mat4 LightMVP; // world matrix
 varying vec4 tPos;
 
-const float bias0 = 0.9;
-const float zPersFactor = 0.5;
-const float bias1 = 1.0 - bias0 + 1e-6;
+uniform float xyPerspectiveBias0;
+uniform float xyPerspectiveBias1;
+uniform float zPerspectiveBias;
 
 vec4 getPerspectiveFactor(in vec4 shadowPosition)
 {
        float pDistance = length(shadowPosition.xy);
-       float pFactor = pDistance * bias0 + bias1;
-       shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
+       float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
+       shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
 
        return shadowPosition;
 }
index fa5ffb914815e3477fcf4d39d245ea8fab5fa5a4..d9c1952c409af46551ae074d1e5373111217fdb4 100644 (file)
@@ -210,17 +210,23 @@ class ShaderCallback : public video::IShaderConstantSetCallBack
 
 class MainShaderConstantSetter : public IShaderConstantSetter
 {
-       CachedVertexShaderSetting<float, 16> m_world_view_proj;
-       CachedVertexShaderSetting<float, 16> m_world;
+       CachedVertexShaderSetting<f32, 16> m_world_view_proj;
+       CachedVertexShaderSetting<f32, 16> m_world;
 
        // Shadow-related
-       CachedPixelShaderSetting<float, 16> m_shadow_view_proj;
-       CachedPixelShaderSetting<float, 3> m_light_direction;
-       CachedPixelShaderSetting<float> m_texture_res;
-       CachedPixelShaderSetting<float> m_shadow_strength;
-       CachedPixelShaderSetting<float> m_time_of_day;
-       CachedPixelShaderSetting<float> m_shadowfar;
+       CachedPixelShaderSetting<f32, 16> m_shadow_view_proj;
+       CachedPixelShaderSetting<f32, 3> m_light_direction;
+       CachedPixelShaderSetting<f32> m_texture_res;
+       CachedPixelShaderSetting<f32> m_shadow_strength;
+       CachedPixelShaderSetting<f32> m_time_of_day;
+       CachedPixelShaderSetting<f32> m_shadowfar;
        CachedPixelShaderSetting<s32> m_shadow_texture;
+       CachedVertexShaderSetting<f32> m_perspective_bias0_vertex;
+       CachedPixelShaderSetting<f32> m_perspective_bias0_pixel;
+       CachedVertexShaderSetting<f32> m_perspective_bias1_vertex;
+       CachedPixelShaderSetting<f32> m_perspective_bias1_pixel;
+       CachedVertexShaderSetting<f32> m_perspective_zbias_vertex;
+       CachedPixelShaderSetting<f32> m_perspective_zbias_pixel;
 
 #if ENABLE_GLES
        // Modelview matrix
@@ -247,6 +253,12 @@ class MainShaderConstantSetter : public IShaderConstantSetter
                , m_time_of_day("f_timeofday")
                , m_shadowfar("f_shadowfar")
                , m_shadow_texture("ShadowMapSampler")
+               , m_perspective_bias0_vertex("xyPerspectiveBias0")
+               , m_perspective_bias0_pixel("xyPerspectiveBias0")
+               , m_perspective_bias1_vertex("xyPerspectiveBias1")
+               , m_perspective_bias1_pixel("xyPerspectiveBias1")
+               , m_perspective_zbias_vertex("zPerspectiveBias")
+               , m_perspective_zbias_pixel("zPerspectiveBias")
        {}
        ~MainShaderConstantSetter() = default;
 
@@ -293,26 +305,36 @@ class MainShaderConstantSetter : public IShaderConstantSetter
                        shadowViewProj *= light.getViewMatrix();
                        m_shadow_view_proj.set(shadowViewProj.pointer(), services);
 
-                       float v_LightDirection[3];
+                       f32 v_LightDirection[3];
                        light.getDirection().getAs3Values(v_LightDirection);
                        m_light_direction.set(v_LightDirection, services);
 
-                       float TextureResolution = light.getMapResolution();
+                       f32 TextureResolution = light.getMapResolution();
                        m_texture_res.set(&TextureResolution, services);
 
-                       float ShadowStrength = shadow->getShadowStrength();
+                       f32 ShadowStrength = shadow->getShadowStrength();
                        m_shadow_strength.set(&ShadowStrength, services);
 
-                       float timeOfDay = shadow->getTimeOfDay();
+                       f32 timeOfDay = shadow->getTimeOfDay();
                        m_time_of_day.set(&timeOfDay, services);
 
-                       float shadowFar = shadow->getMaxShadowFar();
+                       f32 shadowFar = shadow->getMaxShadowFar();
                        m_shadowfar.set(&shadowFar, services);
 
                        // I dont like using this hardcoded value. maybe something like
                        // MAX_TEXTURE - 1 or somthing like that??
                        s32 TextureLayerID = 3;
                        m_shadow_texture.set(&TextureLayerID, services);
+
+                       f32 bias0 = shadow->getPerspectiveBiasXY();
+                       m_perspective_bias0_vertex.set(&bias0, services);
+                       m_perspective_bias0_pixel.set(&bias0, services);
+                       f32 bias1 = 1.0f - bias0 + 1e-5f;
+                       m_perspective_bias1_vertex.set(&bias1, services);
+                       m_perspective_bias1_pixel.set(&bias1, services);
+                       f32 zbias = shadow->getPerspectiveBiasZ();
+                       m_perspective_zbias_vertex.set(&zbias, services);
+                       m_perspective_zbias_pixel.set(&zbias, services);
                }
        }
 };
index 24adb21e2c0cac9bb6a293013ed1ab4c502d6238..262711221f9a11c8677aeab5a842c80dbab1c083 100644 (file)
@@ -32,7 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
                m_device(device), m_smgr(device->getSceneManager()),
-               m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0)
+               m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0),
+               m_perspective_bias_xy(0.8), m_perspective_bias_z(0.5)
 {
        m_shadows_supported = true; // assume shadows supported. We will check actual support in initialize
        m_shadows_enabled = true;
@@ -59,6 +60,10 @@ ShadowRenderer::~ShadowRenderer()
 
        if (m_shadow_depth_cb)
                delete m_shadow_depth_cb;
+       if (m_shadow_depth_entity_cb)
+               delete m_shadow_depth_entity_cb;
+       if (m_shadow_depth_trans_cb)
+               delete m_shadow_depth_trans_cb;
        if (m_shadow_mix_cb)
                delete m_shadow_mix_cb;
        m_shadow_node_array.clear();
@@ -250,8 +255,13 @@ void ShadowRenderer::updateSMTextures()
                // Update SM incrementally:
                for (DirectionalLight &light : m_light_list) {
                        // Static shader values.
-                       m_shadow_depth_cb->MapRes = (f32)m_shadow_map_texture_size;
-                       m_shadow_depth_cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
+                       for (auto cb : {m_shadow_depth_cb, m_shadow_depth_entity_cb, m_shadow_depth_trans_cb})
+                               if (cb) {
+                                       cb->MapRes = (f32)m_shadow_map_texture_size;
+                                       cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
+                                       cb->PerspectiveBiasXY = getPerspectiveBiasXY();
+                                       cb->PerspectiveBiasZ = getPerspectiveBiasZ();
+                               }
 
                        // set the Render Target
                        // right now we can only render in usual RTT, not
@@ -533,6 +543,8 @@ void ShadowRenderer::createShaders()
                if (depth_shader == -1) {
                        // upsi, something went wrong loading shader.
                        delete m_shadow_depth_cb;
+                       m_shadow_depth_cb = nullptr;
+                       m_shadows_enabled = false;
                        m_shadows_supported = false;
                        errorstream << "Error compiling shadow mapping shader." << std::endl;
                        return;
@@ -559,15 +571,19 @@ void ShadowRenderer::createShaders()
                        errorstream << "Error shadow mapping fs shader not found." << std::endl;
                        return;
                }
+               m_shadow_depth_entity_cb = new ShadowDepthShaderCB();
 
                depth_shader_entities = gpu->addHighLevelShaderMaterial(
                                readShaderFile(depth_shader_vs).c_str(), "vertexMain",
                                video::EVST_VS_1_1,
                                readShaderFile(depth_shader_fs).c_str(), "pixelMain",
-                               video::EPST_PS_1_2, m_shadow_depth_cb);
+                               video::EPST_PS_1_2, m_shadow_depth_entity_cb);
 
                if (depth_shader_entities == -1) {
                        // upsi, something went wrong loading shader.
+                       delete m_shadow_depth_entity_cb;
+                       m_shadow_depth_entity_cb = nullptr;
+                       m_shadows_enabled = false;
                        m_shadows_supported = false;
                        errorstream << "Error compiling shadow mapping shader (dynamic)." << std::endl;
                        return;
@@ -643,6 +659,7 @@ void ShadowRenderer::createShaders()
                if (depth_shader_trans == -1) {
                        // upsi, something went wrong loading shader.
                        delete m_shadow_depth_trans_cb;
+                       m_shadow_depth_trans_cb = nullptr;
                        m_shadow_map_colored = false;
                        m_shadows_supported = false;
                        errorstream << "Error compiling colored shadow mapping shader." << std::endl;
index dc8f79c567eef9c316efee8876cd490ce02cc4e8..bbeb254b0a435c0c5b9927ec112bfb2d13fb51f0 100644 (file)
@@ -90,6 +90,9 @@ class ShadowRenderer
        float getShadowStrength() const { return m_shadows_enabled ? m_shadow_strength : 0.0f; }
        float getTimeOfDay() const { return m_time_day; }
 
+       f32 getPerspectiveBiasXY() { return m_perspective_bias_xy; }
+       f32 getPerspectiveBiasZ() { return m_perspective_bias_z; }
+
 private:
        video::ITexture *getSMTexture(const std::string &shadow_map_name,
                        video::ECOLOR_FORMAT texture_format,
@@ -131,6 +134,8 @@ class ShadowRenderer
        bool m_shadow_map_colored;
        u8 m_map_shadow_update_frames; /* Use this number of frames to update map shaodw */
        u8 m_current_frame{0}; /* Current frame */
+       f32 m_perspective_bias_xy;
+       f32 m_perspective_bias_z;
 
        video::ECOLOR_FORMAT m_texture_format{video::ECOLOR_FORMAT::ECF_R16F};
        video::ECOLOR_FORMAT m_texture_format_color{video::ECOLOR_FORMAT::ECF_R16G16};
@@ -146,6 +151,7 @@ class ShadowRenderer
        s32 mixcsm_shader{-1};
 
        ShadowDepthShaderCB *m_shadow_depth_cb{nullptr};
+       ShadowDepthShaderCB *m_shadow_depth_entity_cb{nullptr};
        ShadowDepthShaderCB *m_shadow_depth_trans_cb{nullptr};
 
        shadowScreenQuad *m_screen_quad{nullptr};
index 65a63f49c7b4eb5ad44d2cf7cfe2da58a82d8fa8..51ea8aa93110c7d67c5d546f21feb38b2ad724f7 100644 (file)
@@ -33,4 +33,10 @@ void ShadowDepthShaderCB::OnSetConstants(
        m_max_far_setting.set(&MaxFar, services);
        s32 TextureId = 0;
        m_color_map_sampler_setting.set(&TextureId, services);
+       f32 bias0 = PerspectiveBiasXY;
+       m_perspective_bias0.set(&bias0, services);
+       f32 bias1 = 1.0f - bias0 + 1e-5f;
+       m_perspective_bias1.set(&bias1, services);
+       f32 zbias = PerspectiveBiasZ;
+       m_perspective_zbias.set(&zbias, services);
 }
index 3549567c3ef5031c58f7a1369e57bd66cfeecef3..d00f59c37e31ea5a01c330ce381d3a6de0bb0ea5 100644 (file)
@@ -30,7 +30,10 @@ class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
                        m_light_mvp_setting("LightMVP"),
                        m_map_resolution_setting("MapResolution"),
                        m_max_far_setting("MaxFar"),
-                       m_color_map_sampler_setting("ColorMapSampler")
+                       m_color_map_sampler_setting("ColorMapSampler"),
+                       m_perspective_bias0("xyPerspectiveBias0"),
+                       m_perspective_bias1("xyPerspectiveBias1"),
+                       m_perspective_zbias("zPerspectiveBias")
        {}
 
        void OnSetMaterial(const video::SMaterial &material) override {}
@@ -39,10 +42,14 @@ class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
                        s32 userData) override;
 
        f32 MaxFar{2048.0f}, MapRes{1024.0f};
+       f32 PerspectiveBiasXY {0.9f}, PerspectiveBiasZ {0.5f};
 
 private:
        CachedVertexShaderSetting<f32, 16> m_light_mvp_setting;
        CachedVertexShaderSetting<f32> m_map_resolution_setting;
        CachedVertexShaderSetting<f32> m_max_far_setting;
        CachedPixelShaderSetting<s32> m_color_map_sampler_setting;
+       CachedVertexShaderSetting<f32> m_perspective_bias0;
+       CachedVertexShaderSetting<f32> m_perspective_bias1;
+       CachedVertexShaderSetting<f32> m_perspective_zbias;
 };