Some preparations for cascaded shadow maps

simple_math_single_header
Martin Felis 2018-06-25 22:14:30 +02:00
parent 75677a5b70
commit 0950a04022
1 changed files with 15 additions and 3 deletions

View File

@ -29,7 +29,7 @@ float ShadowCalculationPCF(vec4 frag_pos_light_space, vec3 frag_normal_light_spa
projected_coordinates = projected_coordinates * 0.5 + 0.5; projected_coordinates = projected_coordinates * 0.5 + 0.5;
if (abs(projected_coordinates.z) > 1.0 ) { if (abs(projected_coordinates.z) > 1.0 ) {
return 1.0; return 0.0;
} }
float current_depth = projected_coordinates.z; float current_depth = projected_coordinates.z;
@ -74,6 +74,16 @@ float ShadowCalculation(vec4 frag_pos_light_space, vec3 frag_normal_light_space)
return current_depth - bias > closest_depth ? 1.0 : 0.0; return current_depth - bias > closest_depth ? 1.0 : 0.0;
} }
vec3 get_cascade_color (float depth) {
if (depth < 0.97) {
return vec3 (1.0, 0.0, 0.0);
} else if (depth < 0.99) {
return vec3 (0.0, 1.0, 0.0);
}
return vec3 (0.0, 0.0, 1.0);
}
void main() { void main() {
vec3 color = texture(uColor, ioFragTexCoords).rgb; vec3 color = texture(uColor, ioFragTexCoords).rgb;
vec3 normal = texture (uNormal, ioFragTexCoords).xyz; vec3 normal = texture (uNormal, ioFragTexCoords).xyz;
@ -103,6 +113,8 @@ void main() {
vec3 normal_light_space = (transpose(inverse(uViewToLightSpaceMatrix)) * vec4(normal, 1.0)).xyz; vec3 normal_light_space = (transpose(inverse(uViewToLightSpaceMatrix)) * vec4(normal, 1.0)).xyz;
float shadow = ShadowCalculationPCF(position_light_space, normal); float shadow = ShadowCalculationPCF(position_light_space, normal);
outColor = (ambient * ambient_occlusion + (1.0 - shadow) * (diffuse + specular)) * ambient_occlusion; // vec3 cascade = get_cascade_color(depth);
// ambient = cascade;
outColor = (ambient + (1.0 - shadow) * (diffuse + specular)) * ambient_occlusion;
// outColor = (ambient + (diffuse + specular)) * ambient_occlusion; // outColor = (ambient + (diffuse + specular)) * ambient_occlusion;
} }