Point light ambiance for less harsh shadows

This commit is contained in:
Joshua Barretto 2021-02-10 21:45:29 +00:00
parent 100cafa91b
commit aabe1d7cfd
3 changed files with 6 additions and 5 deletions

View File

@ -182,7 +182,7 @@ void main() {
float ao = f_ao * sqrt(f_ao);//0.25 + f_ao * 0.75; ///*pow(f_ao, 0.5)*/f_ao * 0.85 + 0.15;
vec3 glow = pow(pow(model_glow.w, 2.0) * (max(dot(f_norm, normalize(model_glow.xyz)), 0.0) * 1.0 + max(1.0 - length(model_glow.xyz), 0.0)), 1) * 4 * GLOW_COLOR;
vec3 glow = pow(pow(model_glow.w, 2.0) * (max(dot(f_norm, normalize(model_glow.xyz)) * 0.5 + 0.5, 0.0) * 1.0 + max(1.0 - length(model_glow.xyz), 0.0)), 1) * 4 * GLOW_COLOR;
emitted_light += glow;
reflected_light *= ao;

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@ -183,7 +183,8 @@ float lights_at(vec3 wpos, vec3 wnorm, vec3 /*cam_to_frag*/view_dir, vec3 mu, ve
vec3 direct_light = PI * color * strength * square_factor * light_reflection_factor(/*direct_norm_dir*/wnorm, /*cam_to_frag*/view_dir, direct_light_dir, k_d, k_s, alpha, voxel_norm, voxel_lighting);
float computed_shadow = ShadowCalculationPoint(i, -difference, wnorm, wpos/*, light_distance*/);
// directed_light += is_direct ? max(computed_shadow, /*LIGHT_AMBIANCE*/0.0) * direct_light * square_factor : vec3(0.0);
directed_light += is_direct ? mix(LIGHT_AMBIANCE, 1.0, computed_shadow) * direct_light * square_factor : vec3(0.0);
vec3 ambiance = color * 1.0 / distance_2; // Non-physical hack, but it's pretty subtle and *damn* does it make character shadows look better
directed_light += (is_direct ? mix(LIGHT_AMBIANCE, 1.0, computed_shadow) * direct_light * square_factor : vec3(0.0)) + ambiance;
// directed_light += (is_direct ? 1.0 : LIGHT_AMBIANCE) * max(computed_shadow, /*LIGHT_AMBIANCE*/0.0) * direct_light * square_factor;// : vec3(0.0);
// directed_light += mix(LIGHT_AMBIANCE, 1.0, computed_shadow) * direct_light * square_factor;
// ambient_light += is_direct ? vec3(0.0) : vec3(0.0); // direct_light * square_factor * LIGHT_AMBIANCE;

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@ -513,7 +513,7 @@ impl<V: RectRasterableVol> Terrain<V> {
(e as i32).div_euclid(sz as i32)
});
const AMBIANCE: f32 = 0.2; // 0-1, the proportion of light that should illuminate the rear of an object
const AMBIANCE: f32 = 0.3; // 0-1, the proportion of light that should illuminate the rear of an object
let (bias, total, max) = Spiral2d::new()
.take(9)
@ -531,13 +531,13 @@ impl<V: RectRasterableVol> Terrain<V> {
let rpos = lpos.map(|e| e as f32 + 0.5) - wpos;
let level = (*level as f32 - rpos.magnitude()).max(0.0) / SUNLIGHT as f32;
(
bias + rpos.try_normalized().unwrap_or_else(Vec3::zero) * level * (1.0 - AMBIANCE),
bias + rpos.try_normalized().unwrap_or_else(Vec3::zero) * level,
total + level,
max.max(level),
)
});
(bias.try_normalized().unwrap_or_else(Vec3::zero) / total.max(0.001), self.glow_at_wpos(wpos.map(|e| e.floor() as i32)))
(bias.try_normalized().unwrap_or_else(Vec3::zero) * (1.0 - AMBIANCE) / total.max(0.001), self.glow_at_wpos(wpos.map(|e| e.floor() as i32)))
}
/// Maintain terrain data. To be called once per tick.