Use depth fail and front cap for geometry shadows (TODO back cap)
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@@ -8,7 +8,7 @@ void main()
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vec4 p0 = gl_in[0].gl_Position ;
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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 p1 = gl_in[1].gl_Position ;
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vec4 p2 = gl_in[2].gl_Position ;
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vec4 p2 = gl_in[2].gl_Position ;
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if ( dot( lightPos, cross( p0.xyz - p1.xyz, p1.xyz - p2.xyz)) < 0)
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if ( dot( p0.xyz - lightPos, cross( p0.xyz - p1.xyz, p1.xyz - p2.xyz)) < 0)
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{
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{
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gl_Position = theMat * p0; EmitVertex();
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gl_Position = theMat * p0; EmitVertex();
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gl_Position = theMat * p1; EmitVertex();
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gl_Position = theMat * p1; EmitVertex();
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@@ -93,7 +93,8 @@ youLight =
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TLS { _tlsPos = V3 0 0 0
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TLS { _tlsPos = V3 0 0 0
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,_tlsRad = 300
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,_tlsRad = 300
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,_tlsIntensity = 0.1
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,_tlsIntensity = 0.1
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,_tlsUpdate = \w _ -> (w, Just (youLight {_tlsPos = f $ _crPos (you w)}))
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,_tlsUpdate = \w _ -> (w, Nothing)
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--,_tlsUpdate = \w _ -> (w, Just (youLight {_tlsPos = f $ _crPos (you w)}))
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,_tlsTime = 0
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,_tlsTime = 0
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}
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}
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where
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where
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+13
-1
@@ -38,6 +38,7 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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clear [ColorBuffer,DepthBuffer]
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clear [ColorBuffer,DepthBuffer]
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--colorMask $= Color4 Disabled Disabled Disabled Disabled
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--colorMask $= Color4 Disabled Disabled Disabled Disabled
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cullFace $= Just Back
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cullFace $= Just Back
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cullFace $= Nothing
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-- we assume that the camera position uniforms have been correctly set elsewhere
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-- we assume that the camera position uniforms have been correctly set elsewhere
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-- draw wall surfaces from the camera's point of view in order to set z buffer
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-- draw wall surfaces from the camera's point of view in order to set z buffer
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drawShader (_lightingWallShader pdata) nWalls
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drawShader (_lightingWallShader pdata) nWalls
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@@ -59,6 +60,7 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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depthFunc $= Just Lequal
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depthFunc $= Just Lequal
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flip VS.mapM_ (VS.fromList lightPoints) $ \(V3 x y z,rad,V3 r g b) -> do
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flip VS.mapM_ (VS.fromList lightPoints) $ \(V3 x y z,rad,V3 r g b) -> do
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--forM_ lightPoints $ \(V3 x y z,r,lum) -> do
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--forM_ lightPoints $ \(V3 x y z,r,lum) -> do
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depthFunc $= Just Less
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-- stencil out shadows
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-- stencil out shadows
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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clear [StencilBuffer]
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clear [StencilBuffer]
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@@ -72,6 +74,8 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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drawShader (_lightingOccludeShader pdata) nWalls
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drawShader (_lightingOccludeShader pdata) nWalls
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--stencilOp $= (OpKeep,OpDecr,OpKeep)
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--stencilOp $= (OpKeep,OpDecr,OpKeep)
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stencilOpSeparate Front $= (OpKeep,OpDecrWrap,OpKeep)
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stencilOpSeparate Back $= (OpKeep,OpIncrWrap,OpKeep)
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currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
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currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingLineShadowShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingLineShadowShader pdata)
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$= Vector3 x y z
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$= Vector3 x y z
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@@ -79,8 +83,16 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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drawShader (_lightingLineShadowShader pdata) nSils
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drawShader (_lightingLineShadowShader pdata) nSils
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depthClamp $= Disabled
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depthClamp $= Disabled
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--stencilOp $= (OpKeep,OpDecrWrap,OpKeep)
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currentProgram $= Just (_shaderProgram $ _lightingCapShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingCapShader pdata)
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$= Vector3 x y z
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drawShader (_lightingCapShader pdata) (nSils - 6)
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depthFunc $= Just Lequal
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-- draw geometry surfaces
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-- draw geometry surfaces
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cullFace $= Just Back
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--cullFace $= Just Back
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cullFace $= Nothing
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--colorMask $= Color4 Disabled Disabled Disabled Enabled
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--colorMask $= Color4 Disabled Disabled Disabled Enabled
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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stencilOp $= (OpKeep,OpKeep,OpKeep)
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stencilOp $= (OpKeep,OpKeep,OpKeep)
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