Update leenkx/Shaders/std/shadows.glsl
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@ -88,7 +88,7 @@ float lpToDepth(vec3 lp, const vec2 lightProj) {
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}
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}
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#ifndef _ShadowMapAtlas
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#ifndef _ShadowMapAtlas
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float PCFCube(samplerCubeShadow shadowMapCube, vec3 lp, vec3 ml, float bias, vec2 lightProj, vec3 n) {
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vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, vec3 lp, vec3 ml, float bias, vec2 lightProj, vec3 n, bool transparent) {
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const float s = shadowmapCubePcfSize;
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const float s = shadowmapCubePcfSize;
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float compare = lpToDepth(lp, lightProj) - bias * 1.5;
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float compare = lpToDepth(lp, lightProj) - bias * 1.5;
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ml = ml + n * bias * 20;
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ml = ml + n * bias * 20;
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@ -96,26 +96,31 @@ float PCFCube(samplerCubeShadow shadowMapCube, vec3 lp, vec3 ml, float bias, vec
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ml.y = -ml.y;
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ml.y = -ml.y;
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#endif
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#endif
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float result = 0.0;
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float shadowFactor = 0.0;
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// Simple PCF for non-atlas mode, using samplerCubeShadow format
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shadowFactor = texture(shadowMapCube, vec4(ml, compare));
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result = texture(shadowMapCube, vec4(ml, compare));
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shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, s, s), compare));
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result += texture(shadowMapCube, vec4(ml + vec3(s, s, s), compare));
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shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, s, s), compare));
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result += texture(shadowMapCube, vec4(ml + vec3(-s, s, s), compare));
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shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, -s, s), compare));
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result += texture(shadowMapCube, vec4(ml + vec3(s, -s, s), compare));
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shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, s, -s), compare));
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result += texture(shadowMapCube, vec4(ml + vec3(s, s, -s), compare));
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shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, -s, s), compare));
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result += texture(shadowMapCube, vec4(ml + vec3(-s, -s, s), compare));
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shadowFactor += texture(shadowMapCube, vec4(ml + vec3(s, -s, -s), compare));
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result += texture(shadowMapCube, vec4(ml + vec3(s, -s, -s), compare));
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shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, s, -s), compare));
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result += texture(shadowMapCube, vec4(ml + vec3(-s, s, -s), compare));
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shadowFactor += texture(shadowMapCube, vec4(ml + vec3(-s, -s, -s), compare));
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result += texture(shadowMapCube, vec4(ml + vec3(-s, -s, -s), compare));
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shadowFactor /= 9.0;
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result /= 9.0;
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vec3 result = vec3(shadowFactor);
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if (transparent == false) {
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vec4 shadowmap_transparent = texture(shadowMapCubeTransparent, ml);
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if (shadowmap_transparent.a < compare)
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result *= shadowmap_transparent.rgb;
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}
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return result;
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return result;
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}
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}
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#endif
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#endif
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#ifdef _ShadowMapAtlas
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#ifdef _ShadowMapAtlas
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vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n, const bool transparent) {
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vec3 PCFCube(samplerCubeShadow shadowMapCube, samplerCube shadowMapCubeTransparent, const vec3 lp, vec3 ml, const float bias, const vec2 lightProj, const vec3 n, const bool transparent) {
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const float s = shadowmapCubePcfSize; // TODO: incorrect...
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const float s = shadowmapCubePcfSize; // TODO: incorrect...
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float compare = lpToDepth(lp, lightProj) - bias * 1.5;
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float compare = lpToDepth(lp, lightProj) - bias * 1.5;
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