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REVIEWED: Potential shader issues
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@ -46,34 +46,34 @@ void main()
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vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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// Shadow calculations
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vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1);
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vec4 fragPosLightSpace = lightVP*vec4(fragPosition, 1);
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fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
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fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0f) / 2.0f; // Transform from [-1, 1] range to [0, 1] range
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fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0)/2.0; // Transform from [-1, 1] range to [0, 1] range
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vec2 sampleCoords = fragPosLightSpace.xy;
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float curDepth = fragPosLightSpace.z;
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// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
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// The solution is adding a small bias to the depth
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// In this case, the bias is proportional to the slope of the surface, relative to the light
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float bias = max(0.0008 * (1.0 - dot(normal, l)), 0.00008);
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float bias = max(0.0008*(1.0 - dot(normal, l)), 0.00008);
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int shadowCounter = 0;
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const int numSamples = 9;
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// PCF (percentage-closer filtering) algorithm:
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// Instead of testing if just one point is closer to the current point,
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// we test the surrounding points as well.
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// This blurs shadow edges, hiding aliasing artifacts.
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vec2 texelSize = vec2(1.0f / float(shadowMapResolution));
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vec2 texelSize = vec2(1.0/float(shadowMapResolution));
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for (int x = -1; x <= 1; x++)
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{
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for (int y = -1; y <= 1; y++)
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{
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float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize * vec2(x, y)).r;
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if (curDepth - bias > sampleDepth)
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{
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shadowCounter++;
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}
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float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize*vec2(x, y)).r;
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if (curDepth - bias > sampleDepth) shadowCounter++;
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}
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}
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finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter) / float(numSamples));
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finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter)/float(numSamples));
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// Add ambient lighting whether in shadow or not
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finalColor += texelColor*(ambient/10.0)*colDiffuse;
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