Small fixing up

This commit is contained in:
FakeShemp
2016-02-28 19:46:50 +01:00
parent 6dd7f1a657
commit 7749fc5474
3 changed files with 41 additions and 29 deletions
+8 -6
View File
@@ -211,19 +211,21 @@ float CalcShadowValue(vec4 light_space_pos, vec3 normal, vec3 light_dir, sampler
// Various bias methods.
//bias = max(0.05 * (1.0 - dot(normal, light_dir)), bias);
bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
//bias = bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
bias = bias + bias * tan(acos(clamp(dot(normal, -light_dir), 0.0, 1.0)));
// Calculate coordinates in projection space.
vec3 projCoords = vec3(light_space_pos.xy, light_space_pos.z + bias) / light_space_pos.w;
projCoords = projCoords * 0.5 + 0.5;
//projCoords = (floor(projCoords * 255.0)) / 255.0;
// Various methods for shadow calculation in fastest to slowest order.
shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index);
//shadowMapDepth = PCFShadow(depth_texture_array, projCoords, layer_index);
//shadowMapDepth = PoissonShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS]);
//shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
//shadowMapDepth = PoissonDotShadow(depth_texture_array, projCoords, layer_index, 4, 25.0 * FarDistance[MAX_SPLITS - 1]);
shadowMapDepth = SoftwarePCF(depth_texture_array, projCoords, layer_index, bias);
return 1.0 - shadowMapDepth;
}
@@ -327,8 +329,8 @@ void main()
totalLighting.Specular += light_result.Specular;
}
totalLighting.Diffuse *= (1.0 + vec4(AmbientColor.rgba)) - vec4(vec3(shadowFactor), 0.0);
totalLighting.Specular *= (1.0 + vec4(AmbientColor.rgba)) - vec4(vec3(shadowFactor), 0.0);
totalLighting.Diffuse *= (1.5 + vec4(AmbientColor.rgba)) - vec4(vec3(shadowFactor), 0.0);
totalLighting.Specular *= (1.5 + vec4(AmbientColor.rgba)) - vec4(vec3(shadowFactor), 0.0);
//LightResult getInformation;
+1 -1
View File
@@ -2,7 +2,7 @@
#define ALPHA_CUTOFF 0.3
layout (binding = 12) uniform sampler2D DiffuseTexture;
layout (binding = 24) uniform sampler2D DiffuseTexture;
uniform float Alpha;
in VertexData{