// Height-field sun shadow, baked once per sun direction (the sun is fixed per scene). // // For every height-map texel: the lowest height at which a point above that texel still // sees the sun. A point (xz, y) is lit iff the ray toward the sun clears the ground // everywhere along it, i.e. y > h(xz + d.xz t) - d.y t for all t — so the value stored // is the maximum of that expression over the ray. Every receiver in the scene (ground, // trunk, crown, card, water) compares its own height against it: one march per texel, // once, instead of 28 taps per terrain pixel per frame, and vegetation standing in a // hillside's shadow goes dark with the hillside instead of glowing in front of it. // The second channel is the distance to the occluder that set the bound, which widens // the penumbra the way a real shadow softens with distance from its caster. in vec2 v_uv; out vec4 o; // TS_AUX: the occluder distance and the cloud mask (RG16F); else the lowest lit height (R32F) uniform sampler2D u_height; uniform float u_half; uniform vec3 u_sun; void main() { vec2 xz = (v_uv - 0.5) * 2.0 * u_half; vec3 d = u_sun; float lit = -1.0e6; float at = 0.0; if (d.y > 0.02) { float t = 1.5, step = 1.5; for (int i = 0; i < 128; i++) { vec2 q = xz + d.xz * t; vec2 uv = q / (2.0 * u_half) + 0.5; if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) break; float h = texture(u_height, uv).r - d.y * t; if (h > lit) { lit = h; at = t; } t += step; step *= 1.045; } } // the cloud layer's mask, once, into the aux target's G: sampled by cloudShadow() with the sun offset and // the drift applied as a uv shift, instead of a five-octave fbm in every lit pixel of // every pass float cloud = smoothstep(0.02, 0.32, fbm(xz * 0.0011, 5)); #ifdef TS_AUX o = vec4(at, cloud, 0.0, 1.0); #else o = vec4(lit, 0.0, 0.0, 1.0); #endif }