This commit is contained in:
2025-11-11 17:22:55 +00:00
parent c5034b3c4c
commit 4d59d521ac
6 changed files with 35 additions and 57 deletions
+9 -14
View File
@@ -12,9 +12,7 @@ vec3 closestPointOnSeg3 (vec3 a,vec3 b, vec3 p) {
float x = closestPointOnLineParam3(a,b,p);
if (x < 0) {
return a;
} else{ if (x > 1) { return b; }
{ return a + (x * (b- a));}
}
} else{ return (x > 1 ? b: a + (x * (b- a))); }
}
vec4 shift(vec4 p) { return (vec4(p.xyz + (10000 * (p.xyz - lightPos)), 1)); }
vec4 shiftBy(float x, vec4 p) {
@@ -32,11 +30,7 @@ vec4 projNear (vec4 pos)
vec4 shiftNear(vec4 pos)
{
vec4 sp = shift(pos);
if (sp.z > 100) {
return projNear(pos);
} else {
return sp;
}
return (sp.z > 100 ? projNear(pos) : sp);
}
int ks[6] =
{0,1,2 // 2--3
@@ -59,9 +53,6 @@ void main()
vec3 lightDir2 = p1.xyz - lightPos.xyz;
vec4 p2 = shiftNear(p0);
vec4 p3 = shiftNear(p1);
vec4 ps[4] = {p0,p1,p2,p3};
vec4 sp[4] = {p1,p0,p3,p2};
gl_Position = vec4(0,0,0,1);
// first test if the edge is part of the silhouette
// that is, if the normals of the faces connected by the edge point are in
// "different directions" wrt the light direction
@@ -70,9 +61,13 @@ void main()
// using <= rather than < seems to get rid of overlapping shadow
// artefacts
{
if (dot(n0, lightDir) > 0) {gl_Position = theMat * sp[k];}
else {gl_Position = theMat * ps[k]; }
//gl_Position = vec4(1,1,1,0);
if (dot(n0, lightDir) > 0)
{
vec4 sp[4] = {p1,p0,p3,p2};
gl_Position = theMat * sp[k];}
else {
vec4 ps[4] = {p0,p1,p2,p3};
gl_Position = theMat * ps[k]; }
}
else {gl_Position = vec4(1,1,1,0);}
}