feat: deferred shading (day 2)
This commit is contained in:
@@ -10,14 +10,14 @@ uniform int u_shadowsRes;
|
||||
uniform float u_shadowsOpacity;
|
||||
uniform float u_shadowsSoftness;
|
||||
|
||||
float calc_shadow() {
|
||||
float calc_shadow(vec4 modelPos, vec3 realnormal, float distance) {
|
||||
#ifdef ENABLE_SHADOWS
|
||||
float step = 1.0 / float(u_shadowsRes);
|
||||
float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity;
|
||||
vec3 normalOffset = a_realnormal * (a_distance > 64.0 ? 0.2 : 0.04);
|
||||
int shadowIdx = a_distance > 80.0 ? 1 : 0;
|
||||
vec3 normalOffset = realnormal * (distance > 64.0 ? 0.2 : 0.04);
|
||||
int shadowIdx = distance > 80.0 ? 1 : 0;
|
||||
|
||||
vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(a_modelpos.xyz + normalOffset, 1.0);
|
||||
vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(modelPos.xyz + normalOffset, 1.0);
|
||||
vec3 projCoords = mpos.xyz / mpos.w;
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
projCoords.z -= 0.00001 / u_shadowsRes;
|
||||
@@ -26,7 +26,7 @@ float calc_shadow() {
|
||||
}
|
||||
|
||||
float shadow = 0.0;
|
||||
if (dot(a_realnormal, u_sunDir) < 0.0) {
|
||||
if (dot(realnormal, u_sunDir) < 0.0) {
|
||||
// 3x3 kernel
|
||||
for (int y = -1; y <= 1; y++) {
|
||||
for (int x = -1; x <= 1; x++) {
|
||||
|
||||
Reference in New Issue
Block a user