Cleanup, correcly filter unimportant shadow silhouettes
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@@ -1,15 +1,16 @@
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#version 450 core
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struct PosColNorm { vec4 pos; vec4 dummy; };
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 1) uniform TheLight { vec4 lightPos; vec4 lumRad; };
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layout (std430, binding = 3) readonly buffer Data { PosColNorm data[]; };
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layout (std430, binding = 4) readonly buffer Indices { uint indices[]; };
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layout(location=0)uniform vec3 lightPos;
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layout(location=1)uniform vec4 lumRad;
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//layout(location=0)uniform vec3 lightPos;
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//layout(location=1)uniform vec4 lumRad;
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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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vec3 dir = pos.xyz - lightPos.xyz ;
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float a = (100 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 100 , 1) ;
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@@ -27,13 +28,3 @@ void main() {
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: vec4(1,1,1,0)
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);
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}
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//layout (location = 0) in vec4 position;
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//layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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//uniform vec3 lightPos;
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//uniform vec4 lumRad;
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//out float drawbit;
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//void main()
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//{
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// gl_Position = vec4(position.xyz,1);
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// drawbit = position.w;
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//}
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