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path: root/client/shaders/shadow_shaders/pass1_vertex.glsl (follow)
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* Implement shadow offsets for the new SM distortion function (#12191)x20482022-04-141-9/+22
| | | | | | | | * Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
* Adjust shadowmap distortion to use entire SM texture (#12166)x20482022-04-071-3/+7
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* Tune shadow perspective distortion (#12146)x20482022-03-311-5/+5
| | | | | * Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
* Apply texture matrix when rendering shadowmapDmitry Kostenko2022-03-071-1/+1
| | | | Fixes shadows of animated sprite entities
* Shadow mapping render pass (#11244)Liso2021-06-061-0/+26
Co-authored-by: x2048 <codeforsmile@gmail.com>