summaryrefslogtreecommitdiff
path: root/src/render/shaders
diff options
context:
space:
mode:
authorUjinT34 <41110182+UjinT34@users.noreply.github.com>2026-04-18 13:35:16 +0300
committerGitHub <noreply@github.com>2026-04-18 11:35:16 +0100
commitd50ad2475c45de0bcf14a2476b194de7322a35f7 (patch)
treee23809110c86a9996bbb351ad450c0b9abb63396 /src/render/shaders
parent593fd5650a89863071d4e224bf4370e95da2c0f0 (diff)
renderer: simplify shadows (#14047)
Diffstat (limited to 'src/render/shaders')
-rw-r--r--src/render/shaders/glsl/rounding.glsl6
-rw-r--r--src/render/shaders/glsl/shadow.frag3
-rw-r--r--src/render/shaders/glsl/shadow.glsl55
3 files changed, 52 insertions, 12 deletions
diff --git a/src/render/shaders/glsl/rounding.glsl b/src/render/shaders/glsl/rounding.glsl
index 61a0bb9c..64c6bcb9 100644
--- a/src/render/shaders/glsl/rounding.glsl
+++ b/src/render/shaders/glsl/rounding.glsl
@@ -4,6 +4,10 @@
#define M_PI 3.1415926535897932384626433832795
#define SMOOTHING_CONSTANT (M_PI / 5.34665792551)
+float distanceWithRounding(vec2 coords, float roundingPower) {
+ return pow(pow(coords.x, roundingPower) + pow(coords.y, roundingPower), 1.0 / roundingPower);
+}
+
vec4 rounding(vec4 color, float radius, float roundingPower, vec2 topLeft, vec2 fullSize) {
vec2 pixCoord = vec2(gl_FragCoord);
pixCoord -= topLeft + fullSize * 0.5;
@@ -12,7 +16,7 @@ vec4 rounding(vec4 color, float radius, float roundingPower, vec2 topLeft, vec2
pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix don't make it top-left
if (pixCoord.x + pixCoord.y > radius) {
- float dist = pow(pow(pixCoord.x, roundingPower) + pow(pixCoord.y, roundingPower), 1.0 / roundingPower);
+ float dist = distanceWithRounding(pixCoord, roundingPower);
if (dist > radius + SMOOTHING_CONSTANT)
discard;
diff --git a/src/render/shaders/glsl/shadow.frag b/src/render/shaders/glsl/shadow.frag
index 5ba3d879..19f87348 100644
--- a/src/render/shaders/glsl/shadow.frag
+++ b/src/render/shaders/glsl/shadow.frag
@@ -19,6 +19,7 @@ uniform float radius;
uniform float roundingPower;
uniform float range;
uniform float shadowPower;
+uniform float thick;
#if USE_CM
#include "cm_helpers.glsl"
@@ -38,7 +39,7 @@ void main() {
#else
fragColor =
#endif
- getShadow(pixColor, v_texcoord, radius, roundingPower, topLeft, fullSize, range, shadowPower, bottomRight
+ getShadow(pixColor, v_texcoord, radius, roundingPower, topLeft, fullSize, range, shadowPower, bottomRight, thick
#if USE_CM
,
sourceTF, targetTF, convertMatrix, srcTFRange, dstTFRange
diff --git a/src/render/shaders/glsl/shadow.glsl b/src/render/shaders/glsl/shadow.glsl
index 265dba00..6bc92572 100644
--- a/src/render/shaders/glsl/shadow.glsl
+++ b/src/render/shaders/glsl/shadow.glsl
@@ -6,6 +6,7 @@
#define SHADOW_GLSL
#include "cm_helpers.glsl"
+#include "rounding.glsl"
float pixAlphaRoundedDistance(float distanceToCorner, float radius, float range, float shadowPower) {
if (distanceToCorner > radius) {
@@ -28,7 +29,8 @@ vec4[2]
#else
vec4
#endif
- getShadow(vec4 pixColor, vec2 v_texcoord, float radius, float roundingPower, vec2 topLeft, vec2 fullSize, float range, float shadowPower, vec2 bottomRight
+ getShadow(vec4 pixColor, vec2 v_texcoord, float borderRadius, float roundingPower, vec2 topLeft, vec2 fullSize, float range, float shadowPower, vec2 bottomRight,
+ float decoWidth
#if USE_CM
,
int sourceTF, int targetTF, mat3 convertMatrix, vec2 srcTFRange, vec2 dstTFRange
@@ -51,6 +53,7 @@ vec4
#endif
#endif
) {
+ float radius = range + borderRadius;
float originalAlpha = pixColor[3];
bool done = false;
@@ -58,29 +61,50 @@ vec4
vec2 pixCoord = fullSize * v_texcoord;
// ok, now we check the distance to a border.
-
+ // corners
if (pixCoord[0] < topLeft[0]) {
if (pixCoord[1] < topLeft[1]) {
// top left
- pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - topLeft, roundingPower), radius, range, shadowPower);
- done = true;
+ float distance = distanceWithRounding(vec2(topLeft.x - pixCoord.x, topLeft.y - pixCoord.y), roundingPower);
+ if (borderRadius > 0.0 && distance < decoWidth) {
+ pixColor[3] = 0.0;
+ } else {
+ pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - topLeft, roundingPower), radius, range, shadowPower);
+ }
+ done = true;
} else if (pixCoord[1] > bottomRight[1]) {
// bottom left
- pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(topLeft[0], bottomRight[1]), roundingPower), radius, range, shadowPower);
- done = true;
+ float distance = distanceWithRounding(vec2(topLeft.x - pixCoord.x, pixCoord.y - bottomRight.y), roundingPower);
+ if (borderRadius > 0.0 && distance < decoWidth) {
+ pixColor[3] = 0.0;
+ } else {
+ pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(topLeft[0], bottomRight[1]), roundingPower), radius, range, shadowPower);
+ }
+ done = true;
}
} else if (pixCoord[0] > bottomRight[0]) {
if (pixCoord[1] < topLeft[1]) {
// top right
- pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(bottomRight[0], topLeft[1]), roundingPower), radius, range, shadowPower);
- done = true;
+ float distance = distanceWithRounding(vec2(pixCoord.x - bottomRight.x, topLeft.y - pixCoord.y), roundingPower);
+ if (borderRadius > 0.0 && distance < decoWidth) {
+ pixColor[3] = 0.0;
+ } else {
+ pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(bottomRight[0], topLeft[1]), roundingPower), radius, range, shadowPower);
+ }
+ done = true;
} else if (pixCoord[1] > bottomRight[1]) {
// bottom right
- pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - bottomRight, roundingPower), radius, range, shadowPower);
- done = true;
+ float distance = distanceWithRounding(vec2(pixCoord.x - bottomRight.x, pixCoord.y - bottomRight.y), roundingPower);
+ if (borderRadius > 0.0 && distance < decoWidth) {
+ pixColor[3] = 0.0;
+ } else {
+ pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - bottomRight, roundingPower), radius, range, shadowPower);
+ }
+ done = true;
}
}
+ // edges
if (!done) {
// distance to all straight bb borders
float distanceT = pixCoord[1];
@@ -92,13 +116,24 @@ vec4
float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
if (smallest < range) {
+ // between border and max shadow distance
pixColor[3] = pixColor[3] * pow((smallest / range), shadowPower);
+ } else {
+ // inside border or window
+ pixColor[3] = 0.0;
}
}
if (pixColor[3] == 0.0) {
discard;
+#if USE_MIRROR
+ vec4[2] pixColors;
+ pixColors[0] = pixColor;
+ pixColors[1] = pixColor;
+ return pixColors;
+#else
return pixColor;
+#endif
}
// premultiply