What the heck; let's try using some multisampling on the shadow maps.

This commit is contained in:
Andrzej Kapolka 2014-05-27 12:30:45 -07:00
parent ee00a86915
commit e22d239d4d
4 changed files with 32 additions and 4 deletions

View file

@ -17,6 +17,9 @@ uniform sampler2D diffuseMap;
// the shadow texture
uniform sampler2DShadow shadowMap;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
// the interpolated position
varying vec4 position;
@ -27,7 +30,11 @@ void main(void) {
// compute the base color based on OpenGL lighting model
vec4 normalizedNormal = normalize(normal);
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * shadow2D(shadowMap, gl_TexCoord[1].stp).r;
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));

View file

@ -20,6 +20,9 @@ uniform sampler2D normalMap;
// the shadow texture
uniform sampler2DShadow shadowMap;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
// the interpolated position
varying vec4 interpolatedPosition;
@ -39,7 +42,11 @@ void main(void) {
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
float diffuse = dot(viewNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * shadow2D(shadowMap, gl_TexCoord[1].stp).r;
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));

View file

@ -23,6 +23,9 @@ uniform sampler2D specularMap;
// the shadow texture
uniform sampler2DShadow shadowMap;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
// the interpolated position
varying vec4 interpolatedPosition;
@ -42,7 +45,11 @@ void main(void) {
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
float diffuse = dot(viewNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * shadow2D(shadowMap, gl_TexCoord[1].stp).r;
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));

View file

@ -20,6 +20,9 @@ uniform sampler2D specularMap;
// the shadow texture
uniform sampler2DShadow shadowMap;
// the inverse of the size of the shadow map
const float shadowScale = 1.0 / 2048.0;
// the interpolated position in view space
varying vec4 position;
@ -30,7 +33,11 @@ void main(void) {
// compute the base color based on OpenGL lighting model
vec4 normalizedNormal = normalize(normal);
float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
float facingLight = step(0.0, diffuse) * shadow2D(shadowMap, gl_TexCoord[1].stp).r;
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));