diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index ae8d91a73bb..d6452346721 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -4417,9 +4417,9 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1; uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1; - params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32); - params.cluster_width = cluster_screen_width; params.max_cluster_element_count_div_32 = max_cluster_elements / 32; + params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32); + params.cluster_width = cluster_screen_width; params.screen_size[0] = rb->width; params.screen_size[1] = rb->height; diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl index 747f88960c0..999e8d0844f 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl @@ -581,16 +581,29 @@ void main() { if (spot_lights.data[light_index].shadow_enabled) { //has shadow - vec4 v = vec4(view_pos, 1.0); + vec4 uv_rect = spot_lights.data[light_index].atlas_rect; + vec2 flip_offset = spot_lights.data[light_index].direction.xy; - vec4 splane = (spot_lights.data[light_index].shadow_matrix * v); - splane /= splane.w; + vec3 local_vert = (spot_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz; - float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r; + float shadow_len = length(local_vert); //need to remember shadow len from here + vec3 shadow_sample = normalize(local_vert); - shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade); + if (shadow_sample.z >= 0.0) { + uv_rect.xy += flip_offset; + } + + shadow_sample.z = 1.0 + abs(shadow_sample.z); + vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - spot_lights.data[light_index].shadow_bias); + pos.z *= spot_lights.data[light_index].inv_radius; + + pos.xy = pos.xy * 0.5 + 0.5; + pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; + + float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r; + + shadow_attenuation = exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade); } - total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g); } }