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refining the shadowing
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1 changed files with 21 additions and 23 deletions
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@ -55,48 +55,46 @@ void main(void) {
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// compute the corresponding texture coordinates
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vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position));
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// evaluate the shadow test but only relevant for light facing fragments
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float shadowAttenuation = (0.25 *
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(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r));
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// get the normal from the map
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vec4 normal = normalVal;
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if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
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normal.a = 1.0;
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normalVal.a = 0.0;
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// compute the corresponding texture coordinates
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vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position));
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// get the normal from the map
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vec3 normalizedNormal = normalize(normal.xyz * 2.0 - vec3(1.0));
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// how much this fragment faces the light direction
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float faceLight = step(-0.005, dot(normalizedNormal, gl_LightSource[0].position.xyz));
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
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// need to catch normals perpendicular to the projection plane hence the magic number for the threshold
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// it should be just 0, be we have innacurracy so we need to overshoot
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const float PERPENDICULAR_THREASHOLD = -0.005;
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float facingLight = step(PERPENDICULAR_THREASHOLD, diffuse);
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// evaluate the shadow test but only relevant for light facing fragments
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float attenuation = (1 - faceLight) + faceLight * (0.25 *
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(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r));
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float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
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// diffuse light is the lightmap dimmed by shadow
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vec3 diffuseLight = lightAttenuation * specularVal.rgb;
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// ambient is a tiny percentage of the lightmap and only when in the shadow
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vec3 ambientLight = (1 - lightAttenuation) * 0.5 * specularVal.rgb;
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gl_FragColor = vec4(diffuseVal.rgb * (
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(gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontLightProduct[0].ambient.rgb) * (1.0 - attenuation) +
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specularVal.rgb * attenuation), 1.0);
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// gl_FragColor = vec4(diffuseVal.rgb * specularVal.rgb, 1.0);
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gl_FragColor = vec4(diffuseVal.rgb * (ambientLight + diffuseLight), 1.0);
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} else {
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// compute the corresponding texture coordinates
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vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position));
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// get the normal from the map
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vec3 normalizedNormal = normalize(normal.xyz * 2.0 - vec3(1.0));
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// average values from the shadow map
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
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float facingLight = step(0.0, diffuse) * 0.25 *
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(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
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shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
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float facingLight = step(0.0, diffuse) * shadowAttenuation;
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// compute the base color based on OpenGL lighting model
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vec3 baseColor = diffuseVal.rgb * (gl_FrontLightModelProduct.sceneColor.rgb +
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