Correct projected wall shadows when there is an offset camera

This commit is contained in:
2021-03-19 15:51:11 +01:00
parent 5a7be55e24
commit bd7a5c3533
6 changed files with 81 additions and 40 deletions
+20 -17
View File
@@ -3,10 +3,13 @@ layout (points) in;
layout (triangle_strip, max_vertices = 12) out;
uniform vec2 lightPos;
uniform mat4 perpMat;
uniform mat4 worldMat;
vec2 lightPosa = lightPos;
vec4 shift (vec4 p)
{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0 , 1);
{ return vec4 (p.xy + (200 * (p.xy-lightPosa)), 0 , 1);
}
float isLHS (vec2 startV, vec2 testV)
{
@@ -16,7 +19,7 @@ void emitLine (vec2 pa)
{
gl_Position = vec4 (pa, 0, 1);
EmitVertex();
gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPos)), 0 , 1);
gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
EmitVertex();
}
@@ -30,9 +33,9 @@ mat4 perspective =
void main()
{
vec4 p1 = worldMat * vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = worldMat * vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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)
{
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
@@ -40,18 +43,18 @@ vec4 p5 = shift(p1);
vec4 p6 = shift(p2);
vec4 p7 = vec4 (p6.xy,-0.5,1);
vec4 p8 = vec4 (p5.xy,-0.5,1);
gl_Position = perspective * p4; EmitVertex();
gl_Position = perspective * p3; EmitVertex();
gl_Position = perspective * p7; EmitVertex();
gl_Position = perspective * p8; EmitVertex();
gl_Position = perspective * p5; EmitVertex();
gl_Position = perspective * p3; EmitVertex();
gl_Position = perspective * p1; EmitVertex();
gl_Position = perspective * p4; EmitVertex();
gl_Position = perspective * p2; EmitVertex();
gl_Position = perspective * p7; EmitVertex();
gl_Position = perspective * p6; EmitVertex();
gl_Position = perspective * p5; EmitVertex();
gl_Position = perpMat * p4; EmitVertex();
gl_Position = perpMat * p3; EmitVertex();
gl_Position = perpMat * p7; EmitVertex();
gl_Position = perpMat * p8; EmitVertex();
gl_Position = perpMat * p5; EmitVertex();
gl_Position = perpMat * p3; EmitVertex();
gl_Position = perpMat * p1; EmitVertex();
gl_Position = perpMat * p4; EmitVertex();
gl_Position = perpMat * p2; EmitVertex();
gl_Position = perpMat * p7; EmitVertex();
gl_Position = perpMat * p6; EmitVertex();
gl_Position = perpMat * p5; EmitVertex();
EndPrimitive();
} else {}
}