Implement (not fully working) alternate shadow volumes
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@@ -3,9 +3,10 @@ layout (lines_adjacency) in;
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layout (triangle_strip, max_vertices = 4) out;
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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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uniform float radiusUniform;
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//vec4 shift (vec4 p) { return (vec4 (p.xyz + (lumRad.a*normalize(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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vec4 shiftBy (float x,vec4 p) { return (vec4 (lightPos + (x*normalize(p.xyz-lightPos)), 1));}
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//vec4 shift (vec4 p) { return (vec4 (lightPos + (lumRad.a*normalize(p.xyz-lightPos)), 1));}
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// copied from lighting/cap.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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@@ -18,6 +19,7 @@ vec4 projNear (vec4 pos)
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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 = shiftBy(radiusUniform,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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@@ -27,6 +29,7 @@ vec4 shiftNear (vec4 pos)
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vec4 f (vec4 p) {return (theMat * p);}
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void main()
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{
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float ru2 = radiusUniform * radiusUniform ;
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vec4 p0 = gl_in[0].gl_Position;
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vec4 p1 = gl_in[1].gl_Position;
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vec4 mid = 0.5*(p0 + p1);
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@@ -41,7 +44,8 @@ void main()
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// first test if the edge is part of the silhouette
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// that is, if the normals of the faces connected by the edge point are in
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// "different directions" wrt the light direction
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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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(dot(lightDir,lightDir) < ru2 || dot(lightDir2,lightDir2) < ru2) )
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// using <= rather than < seems to get rid of overlapping shadow
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// artefacts
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{
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