Cleanup, correcly filter unimportant shadow silhouettes

This commit is contained in:
2025-11-12 23:10:33 +00:00
parent 5e9d337288
commit b012d3c41e
3 changed files with 10 additions and 19 deletions
+4 -4
View File
@@ -54,16 +54,16 @@ void main()
vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz);
vec3 lightDir = p0.xyz - lightPos.xyz;
vec3 lightDir2 = p1.xyz - lightPos.xyz;
vec4 p2 = shiftNear(p0);
vec4 p3 = shiftNear(p1);
// test if the edge is part of the silhouette
// that is, if the slopes of the faces connected to the edge are in
// that is, if the normals of the faces connected to the edge are in
// "different directions" wrt the light direction
if (dot(n0, lightDir) * dot(n1, lightDir) <= 0 &&
if (p0.w==1 && dot(n0, lightDir) * dot(n1, lightDir) <= 0 &&
(dot(lightDir, lightDir) < ru2 || dot(lightDir2, lightDir2) < ru2))
// using <= rather than < seems to get rid of overlapping shadow
// artefacts
{
vec4 p2 = shiftNear(p0);
vec4 p3 = shiftNear(p1);
if (dot(n0, lightDir) < 0)
{
vec4 sp[4] = {p1,p0,p3,p2};