I Can't Believe It's Not Shadows!®
This commit is contained in:
@@ -23,7 +23,7 @@ in VertexData {
|
||||
vec3 ShadowCoord;
|
||||
} Input;
|
||||
|
||||
vec3 scene_ambient = vec3(0.2);
|
||||
vec3 scene_ambient = vec3(0.3);
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
@@ -49,18 +49,20 @@ void main() {
|
||||
//float cosTheta = clamp(dot(Input.Normal, vec3(0, 1, 0)), 0.0, 1.0);
|
||||
//float bias = 0.001 * tan(acos(cosTheta)); // cosTheta is dot( n,l ), clamped between 0 and 1
|
||||
//bias = clamp(bias, 0.0, 0.01);
|
||||
float bias = 0.003;
|
||||
float visibility = 1.0;
|
||||
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
|
||||
if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
|
||||
visibility = 0.5;
|
||||
if (Input.ShadowCoord.x >= 0.0 && Input.ShadowCoord.x <= 1.0 && Input.ShadowCoord.y >= 0.0 && Input.ShadowCoord.y <= 1.0) {
|
||||
float bias = 0.003;
|
||||
vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
|
||||
if (shadowMapValue.z < Input.ShadowCoord.z - bias) {
|
||||
visibility = 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 totalLighting = La * Ka * visibility;
|
||||
|
||||
float attenuation;
|
||||
|
||||
for(int i = 0; i < numberOfLights; i++)
|
||||
for(int i = 0; i < numberOfLights && i < maxNumberOfLights; i++)
|
||||
{
|
||||
// Light
|
||||
//vec3 lightPosition = vec3(0, 0, 2);
|
||||
|
||||
@@ -12,7 +12,7 @@ out vec4 FragmentColor;
|
||||
float LinearizeDepth(float z)
|
||||
{
|
||||
float n = 0.1; // camera z near
|
||||
float f = 10.0; // camera z far
|
||||
float f = 800.0; // camera z far
|
||||
return (2.0 * n) / (f + n - z * (f - n));
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user