Implement correctly shadows on geometry, with arbitrary near plane cap

This commit is contained in:
2021-08-31 10:46:44 +01:00
parent cd0a82e526
commit 740abd1609
2 changed files with 22 additions and 4 deletions
+2 -2
View File
@@ -8,9 +8,9 @@ vec4 projNear (vec4 pos)
// note we project to a specific height
// this is quite brittle, not ideal
vec3 dir = pos.xyz - lightPos ;
float a = (150 - pos.z) / dir.z ;
float a = (140 - pos.z) / dir.z ;
vec2 xy = (pos.xyz + a * dir).xy ;
return vec4 ( xy, 150 , 1) ;
return vec4 ( xy, 140 , 1) ;
}
void main()
{
+20 -2
View File
@@ -4,6 +4,24 @@ layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos)), 1));}
// copied from lighting/cap.geom
vec4 projNear (vec4 pos)
{
// note we project to a specific height
// this is quite brittle, not ideal
vec3 dir = pos.xyz - lightPos ;
float a = (140 - pos.z) / dir.z ;
vec2 xy = (pos.xyz + a * dir).xy ;
return vec4 ( xy, 140 , 1) ;
}
vec4 shiftNear (vec4 pos)
{ vec4 sp = shift(pos);
if (sp.z > 140)
{ return projNear(pos) ; }
else
{ return sp ; }
}
vec4 f (vec4 p) {return (theMat * p);}
void main()
{
@@ -18,8 +36,8 @@ void main()
if ( dot(n0 , lightDir) * dot(n1 , lightDir) < 0 )
{
vec4 p1 = gl_in[1].gl_Position;
vec4 p2 = shift(p0);
vec4 p3 = shift(p1);
vec4 p2 = shiftNear(p0);
vec4 p3 = shiftNear(p1);
if ( dot(n0 , lightDir) > 0)
{
gl_Position = f(p0); EmitVertex();