Made bias variable to get smaller bias for smaller shadow maps.

This commit is contained in:
Faerbit 2015-03-03 11:04:39 +01:00
parent e07e2a5b14
commit 7597b068cb

View File

@ -60,11 +60,11 @@ vec2 poissonDisk[16] = vec2[](
vec2( 0.14383161, -0.14100790 )
);
float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord, float maxBias ) {
float visibility = 1.0;
const float stretching = 650.0;
float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0)));
bias = clamp(bias, 0.0, 0.01);
bias = clamp(bias, 0.0, maxBias);
for (int i=0; i<4; i++) {
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
}
@ -109,24 +109,24 @@ void main()
float directionalVisibility = 1.0f;
if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
directionalVisibility = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0);
directionalVisibility = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001);
}
else if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.0) {
float directionalVisibility0 = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0);
float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1);
float directionalVisibility0 = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0, 0.001);
float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002);
directionalVisibility = mix(directionalVisibility0, directionalVisibility1, distanceToBorder(shadowCoord0.xy) * 5);
}
else {
directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1);
directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.002);
}
}
else if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.0) {
float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1);
float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2);
float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1, 0.01);
float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01);
directionalVisibility = mix(directionalVisibility1, directionalVisibility2, distanceToBorder(shadowCoord1.xy) * 5);
}
else {
directionalVisibility = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2);
directionalVisibility = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2, 0.01);
}
diffuseColor += clamp(dot(normalize(vNormal), directionalVector)
*diffuseFactor*directionalIntensity*directionalColor, 0.0, 1.0)*directionalVisibility;