Implement correctly shadows on geometry, with arbitrary near plane cap
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@@ -8,9 +8,9 @@ vec4 projNear (vec4 pos)
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// note we project to a specific height
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// note we project to a specific height
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// this is quite brittle, not ideal
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos ;
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vec3 dir = pos.xyz - lightPos ;
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float a = (150 - pos.z) / dir.z ;
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float a = (140 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 150 , 1) ;
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return vec4 ( xy, 140 , 1) ;
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}
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}
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void main()
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void main()
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{
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{
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@@ -4,6 +4,24 @@ layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec3 lightPos;
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos)), 1));}
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos)), 1));}
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// copied from lighting/cap.geom
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vec4 projNear (vec4 pos)
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{
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// note we project to a specific height
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos ;
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float a = (140 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 140 , 1) ;
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}
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vec4 shiftNear (vec4 pos)
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{ vec4 sp = shift(pos);
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if (sp.z > 140)
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{ return projNear(pos) ; }
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else
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{ return sp ; }
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}
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vec4 f (vec4 p) {return (theMat * p);}
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vec4 f (vec4 p) {return (theMat * p);}
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void main()
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void main()
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{
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{
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@@ -18,8 +36,8 @@ void main()
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if ( dot(n0 , lightDir) * dot(n1 , lightDir) < 0 )
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if ( dot(n0 , lightDir) * dot(n1 , lightDir) < 0 )
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{
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{
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vec4 p1 = gl_in[1].gl_Position;
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vec4 p1 = gl_in[1].gl_Position;
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vec4 p2 = shift(p0);
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vec4 p2 = shiftNear(p0);
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vec4 p3 = shift(p1);
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vec4 p3 = shiftNear(p1);
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if ( dot(n0 , lightDir) > 0)
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if ( dot(n0 , lightDir) > 0)
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{
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{
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gl_Position = f(p0); EmitVertex();
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gl_Position = f(p0); EmitVertex();
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