merge and shadow fixes

This commit is contained in:
VB
2017-07-03 14:08:08 +02:00
21 changed files with 490 additions and 316 deletions

View File

@@ -39,50 +39,15 @@ uniform float specular;
uniform light_s lights[8];
uniform uint lights_count;
vec2 poissonDisk[16] = vec2[](
vec2( -0.94201624, -0.39906216 ),
vec2( 0.94558609, -0.76890725 ),
vec2( -0.094184101, -0.92938870 ),
vec2( 0.34495938, 0.29387760 ),
vec2( -0.91588581, 0.45771432 ),
vec2( -0.81544232, -0.87912464 ),
vec2( -0.38277543, 0.27676845 ),
vec2( 0.97484398, 0.75648379 ),
vec2( 0.44323325, -0.97511554 ),
vec2( 0.53742981, -0.47373420 ),
vec2( -0.26496911, -0.41893023 ),
vec2( 0.79197514, 0.19090188 ),
vec2( -0.24188840, 0.99706507 ),
vec2( -0.81409955, 0.91437590 ),
vec2( 0.19984126, 0.78641367 ),
vec2( 0.14383161, -0.14100790 )
);
float random(vec3 seed, int i)
{
vec4 seed4 = vec4(seed,i);
float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673));
return fract(sin(dot_product) * 43758.5453);
}
float calc_shadow()
{
vec3 coords = f_light_pos.xyz;// / f_light_pos.w;
coords = coords * 0.5 + 0.5;
float bias = 0.005;
vec3 coords = f_light_pos.xyz;
float bias = clamp(0.0025*tan(acos(clamp(dot(f_normal, -lights[0].dir), 0.0, 1.0))), 0, 0.01);
//PCF
//sampler PCF
//float shadow = texture(shadowmap, vec3(coords.xy, coords.z - bias));
//PCF + stratified poisson sampling
//float shadow = 1.0;
//for (int i=0;i<4;i++)
//{
// int index = int(16.0*random(gl_FragCoord.xyy, i))%16;
// shadow -= 0.25*(1.0-texture(shadowmap, vec3(coords.xy + poissonDisk[index]/5000.0, coords.z - bias)));
//}
//PCF + PCF
//sampler PCF + PCF
float shadow = 0.0;
vec2 texel = 1.0 / textureSize(shadowmap, 0);
for (float y = -1.5; y <= 1.5; y += 1.0)
@@ -159,8 +124,10 @@ void main()
part = calc_point_light(light);
else if (light.type == LIGHT_DIR)
part = calc_dir_light(light);
result += light.color * part * shadow;
if (i == 0U)
part *= shadow;
result += light.color * part;
}
vec4 tex_color = texture(tex, f_coord);

View File

@@ -1,7 +1,10 @@
#version 330
in vec3 f_pos;
in vec2 f_coord;
uniform sampler2D tex;
void main()
{
gl_FragDepth = gl_FragCoord.z + (1.0 - texture(tex, f_coord).w);
}

View File

@@ -1,8 +1,9 @@
#version 330
layout (location = 0) in vec3 v_vert;
layout (location = 2) in vec2 v_coord;
out vec3 f_pos;
out vec2 f_coord;
uniform mat4 modelview;
uniform mat4 projection;
@@ -10,4 +11,5 @@ uniform mat4 projection;
void main()
{
gl_Position = (projection * modelview) * vec4(v_vert, 1.0f);
f_coord = v_coord;
}