Use the "correct" shadow strategy: include only ambient term when in shadow.

This commit is contained in:
Andrzej Kapolka 2014-03-27 13:44:34 -07:00
parent 7cc7230745
commit 563725e781
2 changed files with 6 additions and 8 deletions

View file

@ -13,5 +13,5 @@ uniform sampler2DShadow shadowMap;
varying vec4 shadowColor;
void main(void) {
gl_FragColor = gl_Color * mix(shadowColor, vec4(1.0, 1.0, 1.0, 1.0), shadow2D(shadowMap, gl_TexCoord[0].stp));
gl_FragColor = mix(shadowColor, gl_Color, shadow2D(shadowMap, gl_TexCoord[0].stp));
}

View file

@ -11,14 +11,12 @@
varying vec4 shadowColor;
void main(void) {
// the shadow color depends on the light product
vec4 normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
float lightProduct = dot(normal, gl_LightSource[0].position);
shadowColor = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(0.8, 0.8, 0.8, 1.0), step(0.0, lightProduct));
// the shadow color includes only the ambient terms
shadowColor = gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
// standard diffuse lighting
gl_FrontColor = gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient +
gl_LightSource[0].diffuse * max(0.0, lightProduct));
// the normal color includes diffuse
vec4 normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
gl_FrontColor = shadowColor + gl_Color * (gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position)));
// generate the shadow texture coordinate using the eye position
vec4 eyePosition = gl_ModelViewMatrix * gl_Vertex;