if (distance_rate > 1e-7) {
#ifdef COLORED_SHADOWS
- vec4 visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ vec4 visibility;
+ if (cosLight > 0.0)
+ visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ else
+ visibility = vec4(1.0, 0.0, 0.0, 0.0);
shadow_int = visibility.r;
shadow_color = visibility.gba;
#else
shadow_int = 1.0 - (shadow_int * f_adj_shadow_strength);
- col.rgb = mix(shadow_color,col.rgb,shadow_int)*shadow_int;
+ // apply shadow (+color) as a factor to the material color
+ col.rgb = col.rgb * (1.0 - (1.0 - shadow_color) * (1.0 - pow(shadow_int, 2.0)));
// col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r;
#endif
vec3 posLightSpace = getLightSpacePosition();
#ifdef COLORED_SHADOWS
- vec4 visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ vec4 visibility;
+ if (cosLight > 0.0)
+ visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ else
+ visibility = vec4(1.0, 0.0, 0.0, 0.0);
shadow_int = visibility.r;
shadow_color = visibility.gba;
#else
varying vec4 tPos;
#ifdef COLORED_SHADOWS
+varying vec3 varColor;
+
// c_precision of 128 fits within 7 base-10 digits
const float c_precision = 128.0;
const float c_precisionp1 = c_precision + 1.0;
//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
#ifdef COLORED_SHADOWS
- float packedColor = packColor(mix(col.rgb, black, col.a));
+ col.rgb *= varColor.rgb;
+ // alpha 0.0 results in all-white, 0.5 means full color, 1.0 means all black
+ // resulting color is used as a factor in the final shader
+ float packedColor = packColor(mix(mix(vec3(1.0), col.rgb, 2.0 * clamp(col.a, 0.0, 0.5)), black, 2.0 * clamp(col.a - 0.5, 0.0, 0.5)));
gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
#else
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
uniform mat4 LightMVP; // world matrix
varying vec4 tPos;
+#ifdef COLORED_SHADOWS
+varying vec3 varColor;
+#endif
const float bias0 = 0.9;
const float zPersFactor = 0.5;
gl_Position = vec4(tPos.xyz, 1.0);
gl_TexCoord[0].st = gl_MultiTexCoord0.st;
+
+#ifdef COLORED_SHADOWS
+ varColor = gl_Color.rgb;
+#endif
}
layer.Texture = shadow->get_texture();
layer.TextureWrapU = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
layer.TextureWrapV = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
- layer.TrilinearFilter = true;
+ // Do not enable filter on shadow texture to avoid visual artifacts
+ // with colored shadows.
+ // Filtering is done in shader code anyway
+ layer.TrilinearFilter = false;
}
driver->setMaterial(material);
++material_swaps;