Almost working shadows

This commit is contained in:
jgk
2021-06-30 00:35:41 +02:00
parent 3056e6384b
commit 357206f060
6 changed files with 46 additions and 20 deletions
+20 -7
View File
@@ -10,18 +10,31 @@ void main()
vec4 p0 = gl_in[0].gl_Position;
vec3 n0 = gl_in[2].gl_Position.xyz;
vec3 n1 = gl_in[3].gl_Position.xyz;
vec3 n2 = n0 + n1; // assumes the summands are normalized
vec3 lightDir = p0.xyz - lightPos.xyz;
if ( dot(n0 , lightDir) * dot(n1 , lightDir) < 0 );
// first test if the edge is part of the silhouette
// that is, if the normals of the faces connected by the edge point in
// "different directions" wrt the light direction
if ( dot(n0 , lightDir) * dot(n1 , lightDir) < 0 )
{
gl_Position = f(p0); EmitVertex();
vec4 p1 = gl_in[1].gl_Position;
gl_Position = f(p1); EmitVertex();
vec4 p2 = shift(p0);
gl_Position = f(p2); EmitVertex();
vec4 p3 = shift(p1);
gl_Position = f(p3); EmitVertex();
if ( dot(n0 , lightDir) > 0)
{
gl_Position = f(p0); EmitVertex();
gl_Position = f(p1); EmitVertex();
gl_Position = f(p2); EmitVertex();
gl_Position = f(p3); EmitVertex();
}
else
{
gl_Position = f(p1); EmitVertex();
gl_Position = f(p0); EmitVertex();
gl_Position = f(p3); EmitVertex();
gl_Position = f(p2); EmitVertex();
}
EndPrimitive();
}
{
}
else { }
}