Changed on what sun angle shadows get rendered.
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cbb65848d9
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@ -155,7 +155,7 @@ void main()
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if(length(directionalLightVector)>0.0f) {
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if(length(directionalLightVector)>0.0f) {
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vec3 directionalVector = normalize(directionalLightVector);
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vec3 directionalVector = normalize(directionalLightVector);
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sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
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sunAngle = dot(vec3(0.0, 1.0, 0.0), directionalVector);
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if ( sunAngle > -0.7) {
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if ( sunAngle > -0.6) {
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float directionalVisibility = 1.0f;
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float directionalVisibility = 1.0f;
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if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
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if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
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if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
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if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
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@ -348,7 +348,7 @@ void Graphics::render(double time)
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for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
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for (unsigned int i = 0; i<framebuffer_directional.size(); i++) {
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framebuffer_directional.at(i)->bind();
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framebuffer_directional.at(i)->bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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if (sunAngle > -0.7f) {
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if (sunAngle > -0.6f) {
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float projection_size = 0.0f;
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float projection_size = 0.0f;
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switch(i) {
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switch(i) {
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case 0:
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case 0:
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