#if DRAW_TYPE == NDT_PLANTLIKE
pLightSpace = m_ShadowViewProj * vec4(worldPosition, 1.0);
#else
- float offsetScale = (0.0057 * getLinearDepth() + normalOffsetScale);
- pLightSpace = m_ShadowViewProj * vec4(worldPosition + offsetScale * normalize(vNormal), 1.0);
+ pLightSpace = m_ShadowViewProj * vec4(worldPosition + normalOffsetScale * normalize(vNormal), 1.0);
#endif
pLightSpace = getPerspectiveFactor(pLightSpace);
return pLightSpace.xyz * 0.5 + 0.5;
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;
#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
#ifdef ENABLE_DYNAMIC_SHADOWS
vec3 nNormal = normalize(vNormal);
cosLight = dot(nNormal, -v_LightDirection);
- float texelSize = 767.0 / f_textureresolution;
- float slopeScale = clamp(1.0 - abs(cosLight), 0.0, 1.0);
- normalOffsetScale = texelSize * slopeScale;
+ // Calculate normal offset scale based on the texel size adjusted for
+ // curvature of the SM texture. This code must be change together with
+ // getPerspectiveFactor or any light-space transformation.
+ vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
+ // 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 texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
+ (f_textureresolution * bias1 - perspectiveFactor * bias0);
+ float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
+ normalOffsetScale = texelSize * slopeScale;
+
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *
(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));