diff --git a/src/graphics/opengl/gl21device.cpp b/src/graphics/opengl/gl21device.cpp index 40062b72..51bb2128 100644 --- a/src/graphics/opengl/gl21device.cpp +++ b/src/graphics/opengl/gl21device.cpp @@ -409,6 +409,7 @@ bool CGL21Device::Create() uni.fogColor = glGetUniformLocation(m_normalProgram, "uni_FogColor"); uni.shadowColor = glGetUniformLocation(m_normalProgram, "uni_ShadowColor"); + uni.shadowTexelSize = glGetUniformLocation(m_normalProgram, "uni_ShadowTexelSize"); uni.lightCount = glGetUniformLocation(m_normalProgram, "uni_LightCount"); uni.ambientColor = glGetUniformLocation(m_normalProgram, "uni_Material.ambient"); @@ -459,6 +460,7 @@ bool CGL21Device::Create() glUniform4f(uni.fogColor, 0.8f, 0.8f, 0.8f, 1.0f); glUniform1f(uni.shadowColor, 0.5f); + glUniform1f(uni.shadowTexelSize, 0.5f); glUniform1i(uni.lightCount, 0); } @@ -1448,6 +1450,7 @@ void CGL21Device::SetRenderState(RenderState state, bool enabled) } else if (state == RENDER_STATE_SHADOW_MAPPING) { + glUniform1f(m_uniforms[m_mode].shadowTexelSize, 1.0/m_currentTextures[TEXTURE_SHADOW].size.x); SetTextureEnabled(TEXTURE_SHADOW, enabled); return; diff --git a/src/graphics/opengl/glutil.h b/src/graphics/opengl/glutil.h index 3d18557a..f92888a4 100644 --- a/src/graphics/opengl/glutil.h +++ b/src/graphics/opengl/glutil.h @@ -195,6 +195,8 @@ struct UniformLocations //! Shadow color GLint shadowColor = -1; + //! Shadow texel size + GLint shadowTexelSize = -1; // Number of enabled lights GLint lightCount = -1; diff --git a/src/graphics/opengl/shaders/gl21/fs_normal.glsl b/src/graphics/opengl/shaders/gl21/fs_normal.glsl index 3cefb8e6..77402258 100644 --- a/src/graphics/opengl/shaders/gl21/fs_normal.glsl +++ b/src/graphics/opengl/shaders/gl21/fs_normal.glsl @@ -35,6 +35,7 @@ uniform vec2 uni_FogRange; uniform vec4 uni_FogColor; uniform float uni_ShadowColor; +uniform float uni_ShadowTexelSize; struct LightParams { @@ -99,13 +100,11 @@ void main() if (uni_TextureEnabled[2]) { #ifdef CONFIG_QUALITY_SHADOWS - float offset = 0.00025f; - float value = (1.0f / 5.0f) * (shadow2D(uni_ShadowTexture, pass_TexCoord2).x - + shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( offset, 0.0f, 0.0f)).x - + shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3(-offset, 0.0f, 0.0f)).x - + shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( 0.0f, offset, 0.0f)).x - + shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( 0.0f, -offset, 0.0f)).x); + + shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( uni_ShadowTexelSize, 0.0f, 0.0f)).x + + shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3(-uni_ShadowTexelSize, 0.0f, 0.0f)).x + + shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( 0.0f, uni_ShadowTexelSize, 0.0f)).x + + shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( 0.0f, -uni_ShadowTexelSize, 0.0f)).x); shadow = mix(uni_ShadowColor, 1.0f, value); #else