Changed SDF processing to smooth out shadows.

This commit is contained in:
Juan Linietsky 2019-10-31 21:27:42 -03:00
parent da0457fa29
commit 8deb977551

View file

@ -202,20 +202,23 @@ float raymarch(float distance,float distance_adv,vec3 from,vec3 direction) {
vec3 cell_size = 1.0 / vec3(params.limits);
while (distance > 0.0) { //use this to avoid precision errors
float occlusion = 1.0;
while (distance > 0.5) { //use this to avoid precision errors
float advance = texture(sampler3D(texture_sdf,texture_sampler),from * cell_size).r * 255.0 - 1.0;
if (advance<0.0) {
occlusion = 0.0;
break;
}
occlusion=min(advance,occlusion);
advance = max(distance_adv, advance - mod(advance, distance_adv)); //should always advance in multiples of distance_adv
from += direction * advance;
distance -= advance;
}
return max(0.0,distance);
return occlusion;//max(0.0,distance);
}
@ -320,7 +323,11 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i
vec3 to = pos;
to-= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion
if (length(normal) > 0.2) {
to += normal * distance_adv * 0.51;
} else {
to -= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion
}
//clip
clip_segment(mix(vec4(-1.0,0.0,0.0,0.0),vec4(1.0,0.0,0.0,float(params.limits.x-1)),bvec4(light_dir.x < 0.0)),to,light_pos);
@ -337,12 +344,23 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i
light_pos = to - light_dir * distance;
//from -= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion
float dist = raymarch(distance,distance_adv,light_pos,light_dir);
/*float dist = raymarch(distance,distance_adv,light_pos,light_dir);
if (dist > distance_adv) {
return false;
}
attenuation *= 1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
*/
float occlusion = raymarch(distance,distance_adv,light_pos,light_dir);
if (occlusion==0.0) {
return false;
}
attenuation *= occlusion;//1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
}