Increasing maxShadowSampleCount to 26.
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@ -32,6 +32,17 @@ uniform samplerCubeShadow shadowMap_cube11;
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uniform samplerCubeShadow shadowMap_cube12;
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uniform samplerCubeShadow shadowMap_cube13;
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uniform samplerCubeShadow shadowMap_cube14;
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uniform samplerCubeShadow shadowMap_cube15;
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uniform samplerCubeShadow shadowMap_cube16;
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uniform samplerCubeShadow shadowMap_cube17;
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uniform samplerCubeShadow shadowMap_cube18;
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uniform samplerCubeShadow shadowMap_cube19;
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uniform samplerCubeShadow shadowMap_cube20;
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uniform samplerCubeShadow shadowMap_cube21;
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uniform samplerCubeShadow shadowMap_cube22;
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uniform samplerCubeShadow shadowMap_cube23;
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uniform samplerCubeShadow shadowMap_cube24;
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uniform samplerCubeShadow shadowMap_cube25;
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uniform vec3 ambientColor;
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uniform float ambientFactor;
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uniform float diffuseFactor;
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@ -334,6 +345,39 @@ void main()
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if (i == 14 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube14, lightDirection, intensity);
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}
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if (i == 15 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube15, lightDirection, intensity);
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}
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if (i == 16 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube16, lightDirection, intensity);
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}
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if (i == 17 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube17, lightDirection, intensity);
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}
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if (i == 18 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube18, lightDirection, intensity);
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}
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if (i == 19 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube19, lightDirection, intensity);
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}
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if (i == 20 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube20, lightDirection, intensity);
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}
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if (i == 21 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube21, lightDirection, intensity);
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}
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if (i == 22 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube22, lightDirection, intensity);
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}
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if (i == 23 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube23, lightDirection, intensity);
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}
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if (i == 24 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube24, lightDirection, intensity);
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}
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if (i == 25 && i<maxShadowRenderCount) {
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pointVisibility = samplePointShadow(shadowMap_cube25, lightDirection, intensity);
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}
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vec3 lightVector = normalize(lightPos-vec3(fragPosition));
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diffuseColor += clamp(dot(normalize(vNormal), lightVector)
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*diffuseFactor*intensity*lightColors[i]*pointVisibility, 0.0, 1.0);
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@ -12,7 +12,7 @@ using namespace ACGL::OpenGL;
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const double lightUpdateDelay = 0.5f;
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const double windUpdateDelay = 0.5f;
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const int maxShadowSampleCount = 15;
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const int maxShadowSampleCount = 26;
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Graphics::Graphics(glm::uvec2 windowSize, float nearPlane,
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float farPlane, int cube_size,
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@ -33,7 +33,7 @@ Graphics::Graphics(glm::uvec2 windowSize, float nearPlane,
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else {
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this->cube_size = 0;
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}
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if (maxShadowRenderCount < 15) {
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if (maxShadowRenderCount < maxShadowSampleCount) {
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this->maxShadowRenderCount = maxShadowRenderCount;
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}
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else {
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