Commit before attempt to remove geometry shaders from shadow extrusion

This commit is contained in:
2023-02-23 23:10:00 +00:00
parent f98f95d92f
commit c73e8af72a
15 changed files with 28 additions and 31 deletions
+3 -8
View File
@@ -18,24 +18,19 @@ void main()
vec4 p0 = gl_in[0].gl_Position ;
vec4 p1 = gl_in[1].gl_Position ;
vec4 p2 = gl_in[2].gl_Position ;
if ( //dot( p0.xyz - vec3 (0,0,1), cross( p0.xyz - p1.xyz, p1.xyz - p2.xyz)) < 0
// &&
if ( //if Light Source is below all vertices, draw cap
// TODO think about when LS is beside the object
( p0.z - lightPos.z > 0 )
&& ( p1.z - lightPos.z > 0 )
&& ( p2.z - lightPos.z > 0 )
)
{
// front cap
// the front cap
vec4 v1 = vec4 (0,0,1,0) ;
gl_Position = theMat * projNear(p0); EmitVertex();
gl_Position = theMat * projNear(p1); EmitVertex();
gl_Position = theMat * projNear(p2); EmitVertex();
EndPrimitive();
// if light points downwards onto surface, draw back cap too
if (dot ( p0.xyz - lightPos, vec3 ( 0,0,1) ) > 0)
{
}
else {}
}
else {}
}