applying the shadowing improvment to the cascaceded path shader and cleaning the code

This commit is contained in:
Sam Gateau 2015-01-02 12:12:41 -08:00
parent fe371730e3
commit 46ab4833be
3 changed files with 50 additions and 41 deletions

View file

@ -45,15 +45,13 @@ void main(void) {
// compute the view space position using the depth
float z = near / (depthVal * depthScale - 1.0);
vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 0.0);
// get the normal from the map
vec4 normal = normalVal;
// Light mapped or not ?
if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
normal.a = 1.0;
normalVal.a = 0.0;
gl_FragColor = vec4(diffuseVal.rgb * specularVal.rgb, 1.0);
} else {
vec3 normalizedNormal = normalize(normal.xyz * 2.0 - vec3(1.0));
// get the normal from the map
vec3 normalizedNormal = normalize(normalVal.xyz * 2.0 - vec3(1.0));
// compute the base color based on OpenGL lighting model
float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
@ -67,6 +65,6 @@ void main(void) {
// add specular contribution
vec4 specularColor = specularVal;
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a);
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normalVal.a);
}
}

View file

@ -55,29 +55,46 @@ void main(void) {
float z = near / (depthVal * depthScale - 1.0);
vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0);
// compute the index of the cascade to use and the corresponding texture coordinates
int shadowIndex = int(dot(step(vec3(position.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
dot(gl_EyePlaneR[shadowIndex], position));
// evaluate the shadow test but only relevant for light facing fragments
float shadowAttenuation = (0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r));
// get the normal from the map
vec4 normal = normalVal;
vec3 normalizedNormal = normalize(normalVal.xyz * 2.0 - vec3(1.0));
// how much this fragment faces the light direction
float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
// Light mapped or not ?
if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
normal.a = 1.0;
normalVal.a = 0.0;
gl_FragColor = vec4(diffuseVal.rgb * specularVal.rgb, 1.0);
// need to catch normals perpendicular to the projection plane hence the magic number for the threshold
// it should be just 0, but we have innacurracy so we need to overshoot
const float PERPENDICULAR_THRESHOLD = -0.005;
float facingLight = step(PERPENDICULAR_THRESHOLD, diffuse);
// evaluate the shadow test but only relevant for light facing fragments
float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
// diffuse light is the lightmap dimmed by shadow
vec3 diffuseLight = lightAttenuation * specularVal.rgb;
// ambient is a tiny percentage of the lightmap and only when in the shadow
vec3 ambientLight = (1 - lightAttenuation) * 0.5 * specularVal.rgb;
gl_FragColor = vec4(diffuseVal.rgb * (ambientLight + diffuseLight), 1.0);
} else {
// compute the index of the cascade to use and the corresponding texture coordinates
int shadowIndex = int(dot(step(vec3(position.z), shadowDistances), vec3(1.0, 1.0, 1.0)));
vec3 shadowTexCoord = vec3(dot(gl_EyePlaneS[shadowIndex], position), dot(gl_EyePlaneT[shadowIndex], position),
dot(gl_EyePlaneR[shadowIndex], position));
// get the normal from the map
vec3 normalizedNormal = normalize(normal.xyz * 2.0 - vec3(1.0));
// average values from the shadow map
float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
float facingLight = step(0.0, diffuse) * 0.25 *
(shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(-shadowScale, shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, -shadowScale, 0.0)).r +
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r);
float facingLight = step(0.0, diffuse) * shadowAttenuation;
// compute the base color based on OpenGL lighting model
vec3 baseColor = diffuseVal.rgb * (gl_FrontLightModelProduct.sceneColor.rgb +
@ -89,6 +106,6 @@ void main(void) {
// add specular contribution
vec4 specularColor = specularVal;
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a);
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normalVal.a);
}
}

View file

@ -63,21 +63,19 @@ void main(void) {
shadow2D(shadowMap, shadowTexCoord + vec3(shadowScale, shadowScale, 0.0)).r));
// get the normal from the map
vec4 normal = normalVal;
vec3 normalizedNormal = normalize(normalVal.xyz * 2.0 - vec3(1.0));
// how much this fragment faces the light direction
float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
// Light mapped or not ?
if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
normal.a = 1.0;
normalVal.a = 0.0;
// get the normal from the map
vec3 normalizedNormal = normalize(normal.xyz * 2.0 - vec3(1.0));
// how much this fragment faces the light direction
float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
// need to catch normals perpendicular to the projection plane hence the magic number for the threshold
// it should be just 0, be we have innacurracy so we need to overshoot
const float PERPENDICULAR_THREASHOLD = -0.005;
float facingLight = step(PERPENDICULAR_THREASHOLD, diffuse);
const float PERPENDICULAR_THRESHOLD = -0.005;
float facingLight = step(PERPENDICULAR_THRESHOLD, diffuse);
// evaluate the shadow test but only relevant for light facing fragments
float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
@ -89,11 +87,7 @@ void main(void) {
gl_FragColor = vec4(diffuseVal.rgb * (ambientLight + diffuseLight), 1.0);
} else {
// get the normal from the map
vec3 normalizedNormal = normalize(normal.xyz * 2.0 - vec3(1.0));
// average values from the shadow map
float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz);
float facingLight = step(0.0, diffuse) * shadowAttenuation;
// compute the base color based on OpenGL lighting model
@ -106,6 +100,6 @@ void main(void) {
// add specular contribution
vec4 specularColor = specularVal;
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a);
gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normalVal.a);
}
}