Lower walls and performance improvement for shadows

This commit is contained in:
jgk
2021-03-20 12:28:19 +01:00
parent ec46eec8e8
commit a2183151be
3 changed files with 19 additions and 15 deletions
+14 -10
View File
@@ -6,29 +6,28 @@ uniform vec2 lightPos;
uniform mat4 perpMat;
uniform mat4 worldMat;
vec2 lightPosa = lightPos;
vec2 lightPosa = ( perpMat * vec4(lightPos,0,1) ).xy;
vec4 shift (vec4 p)
{ return vec4 (p.xy + (200 * (p.xy-lightPosa)), 0 , 1);
{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0 , 1);
}
float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
}
// construct a box with opening on bottom face
// construct a box with openings on bottom face and face away from wall
void main()
{
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPosa, p2.xy - lightPosa) < 0)
if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
{
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
vec4 p3 = vec4 (p1.xy,-0.2,1);
vec4 p4 = vec4 (p2.xy,-0.2,1);
vec4 p5 = shift(p1);
vec4 p6 = shift(p2);
vec4 p7 = vec4 (p6.xy,-0.5,1);
vec4 p8 = vec4 (p5.xy,-0.5,1);
vec4 p7 = vec4 (p6.xy,-0.2,1);
vec4 p8 = vec4 (p5.xy,-0.2,1);
vec4 a1 = perpMat * p1;
vec4 a2 = perpMat * p2;
@@ -39,6 +38,11 @@ vec4 a6 = perpMat * p6;
vec4 a7 = perpMat * p7;
vec4 a8 = perpMat * p8;
// gl_Position = a1; EmitVertex();
// gl_Position = a5; EmitVertex();
// gl_Position = a2; EmitVertex();
// gl_Position = a6; EmitVertex();
gl_Position = a4; EmitVertex();
gl_Position = a3; EmitVertex();
gl_Position = a7; EmitVertex();
@@ -50,7 +54,7 @@ vec4 a8 = perpMat * p8;
gl_Position = a2; EmitVertex();
gl_Position = a7; EmitVertex();
gl_Position = a6; EmitVertex();
// gl_Position = a5; EmitVertex();
EndPrimitive();
} else {}
}