Fix bug in VSM texture
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@ -82,6 +82,7 @@ float get_shadow(vec4 fragPosLightSpace, vec3 normal) {
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mediump float currentDepth = projCoords.z;
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mediump float currentDepth = projCoords.z;
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// check whether current frag pos is in shadow
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// check whether current frag pos is in shadow
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float p = step(projCoords.z, moments.x);
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float p = step(projCoords.z, moments.x);
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// We divide by this later, so make sure it's not exactly 0
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// We divide by this later, so make sure it's not exactly 0
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// It seems like it should always be 0.0, but due to interpolation it's not -- it increases with the deviation!
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// It seems like it should always be 0.0, but due to interpolation it's not -- it increases with the deviation!
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// A larger second parameter to max() means more blur (but also more light bleeding)
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// A larger second parameter to max() means more blur (but also more light bleeding)
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@ -1,7 +1,9 @@
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#version 430
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#version 430
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out vec4 FragColor;
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void main()
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void main()
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{
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{
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// The mean and the mean squared, which we need to calculate the variance
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// The mean and the mean squared, which we need to calculate the variance
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gl_FragColor = vec4(gl_FragCoord.z, gl_FragCoord.z * gl_FragCoord.z, 0.0, 0.0);
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FragColor = vec4(gl_FragCoord.z, gl_FragCoord.z * gl_FragCoord.z, 0.0, 0.0);
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}
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}
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@ -19,8 +19,7 @@ class DirectionalLight {
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// Create depth texture
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// Create depth texture
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glGenTextures(1, &depth_map);
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glGenTextures(1, &depth_map);
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glBindTexture(GL_TEXTURE_2D, depth_map);
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glBindTexture(GL_TEXTURE_2D, depth_map);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_RGB, GL_FLOAT, NULL);
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NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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@ -28,9 +27,7 @@ class DirectionalLight {
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// Attach depth texture as FBO's depth buffer
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// Attach depth texture as FBO's depth buffer
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glBindFramebuffer(GL_FRAMEBUFFER, depth_map_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, depth_map_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_map, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, depth_map, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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@ -92,10 +92,10 @@ class ShadowDemo : public Gedeng::Application {
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void dynamic_update(double delta) override {
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void dynamic_update(double delta) override {
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// Shadows
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// Shadows
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light.clear_shadows();
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light.clear_shadows();
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light.render_shadow(quad_mesh);
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light.render_shadow(mesh1);
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light.render_shadow(mesh1);
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light.render_shadow(mesh2);
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light.render_shadow(mesh2);
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light.render_shadow(mesh3);
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light.render_shadow(mesh3);
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light.render_shadow(quad_mesh);
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glViewport(0, 0, 1920, 1080);
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glViewport(0, 0, 1920, 1080);
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glClearColor(0.1, 0.1f, 0.1, 1.0f);
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glClearColor(0.1, 0.1f, 0.1, 1.0f);
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