SL-10854 part 2
Clamp ambient to keep shadows dark. Apply min with shadow value after we've pow'd by light gamma consistently between forward and deferred.master
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fa6f770a89
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09bb0336f1
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@ -196,9 +196,7 @@ void main()
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float da = dot(norm.xyz, light_dir.xyz);
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float final_da = da;
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final_da = min(final_da, shadow);
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final_da = max(final_da, 0.0f);
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final_da = min(final_da, 1.0f);
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final_da = clamp(final_da, 0.0f, 1.0f);
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final_da = pow(final_da, 1.0/1.3);
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vec4 color = vec4(0,0,0,0);
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@ -209,9 +207,10 @@ void main()
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float ambient = abs(da);
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ambient *= 0.5;
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ambient *= ambient;
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ambient = 1.0 - max(0.9, ambient);
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ambient = max(0.9, ambient); // keeps shadows dark
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ambient = 1.0 - ambient;
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vec3 sun_contrib = final_da * sunlit;
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vec3 sun_contrib = min(final_da, shadow) * sunlit;
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color.rgb *= ambient;
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color.rgb += sun_contrib;
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@ -296,16 +296,18 @@ void main()
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vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
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float da = dot(norm.xyz, light_dir.xyz);
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da = clamp(da, 0.0, 1.0);
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da = pow(da, 1.0 / 1.3);
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float final_da = da;
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final_da = clamp(final_da, 0.0, 1.0);
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final_da = pow(final_da, 1.0 / 1.3);
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float ambient = abs(da);
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ambient *= 0.5;
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ambient *= ambient;
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ambient = 1.0 - max(0.9, ambient);
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ambient = max(0.9, ambient);
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ambient = 1.0 - ambient;
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float final_da = min(da, shadow);
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vec3 sun_contrib = final_da * sunlit;
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vec3 sun_contrib = min(final_da, shadow) * sunlit;
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col.rgb = amblit;
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col.rgb *= ambient;
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@ -46,52 +46,18 @@ uniform mat4 inv_proj;
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uniform vec2 screen_res;
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uniform int sun_up_factor;
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const float sample_count = 5;
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float cGoldenAngle = 2.39996323f;
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float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias * bias_mul * 4.0;
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float shadow = 0.0;
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float initialTheta = cGoldenAngle*fract((pos_screen.y+pos_screen.x)*shadow_res.y);
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float theta = initialTheta;
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int i;
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for (i = 0; i < sample_count; i++)
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{
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float r = float(i) / float(sample_count);
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float weight = sqrt(1.0 - r);
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r = sqrt(r);
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vec2 sampleOffset;
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sampleOffset.x = cos(theta);
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sampleOffset.y = sin(theta);
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sampleOffset *= r * 2.0;
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float s = shadow2D(shadowMap, stc.xyz + vec3(sampleOffset, 0)).x;
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shadow += weight * s;
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theta += cGoldenAngle;
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}
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shadow /= float(sample_count);
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shadow += cs;
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shadow *= 0.5;
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return shadow;
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}
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float pcfShadowOld(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
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{
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stc.xyz /= stc.w;
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float cs = shadow2D(shadowMap, stc.xyz).x;
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stc.z += shadow_bias * bias_mul * 2.0;
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stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
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float shadow = cs;
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs * 4.0;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
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shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
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return shadow * 0.2;
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return shadow * 0.125;
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}
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float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
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@ -94,6 +94,7 @@ void main()
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vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
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float light_gamma = 1.0/1.3;
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float scol = 1.0;
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vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
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@ -102,12 +103,10 @@ void main()
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vec4 diffuse = texture2DRect(diffuseRect, tc);
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scol = max(scol_ambocc.r, diffuse.a);
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//scol = pow(scol, light_gamma);
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float final_da = da;
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final_da = min(final_da, scol);
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final_da = clamp(final_da, 0.0, 1.0);
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float light_gamma = 1.0/1.3;
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final_da = pow(final_da, light_gamma);
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vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
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@ -126,9 +125,10 @@ void main()
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float ambient = abs(da);
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ambient *= 0.5;
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ambient *= ambient;
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ambient = 1.0 - max(0.9, ambient);
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ambient = max(0.9, ambient);
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ambient = 1.0 - ambient;
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vec3 sun_contrib = final_da * sunlit;
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vec3 sun_contrib = min(scol, final_da) * sunlit;
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col.rgb = amblit;
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col.rgb *= ambient;
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