Mix borders of directional shadow maps.

This commit is contained in:
Faerbit 2015-02-28 15:10:14 +01:00
parent 2da70f156d
commit e6251f8cba

View File

@ -62,10 +62,11 @@ vec2 poissonDisk[16] = vec2[](
float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) { float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
float visibility = 1.0; float visibility = 1.0;
const float stretching = 650.0;
float bias = 0.001*tan(acos(clamp(dot(vNormal, -directionalLightVector), 0.0, 1.0))); 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, 0.01);
for (int i=0; i<4; i++) { for (int i=0; i<4; i++) {
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/800.0, shadowCoord.z - bias))); visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
} }
if (visibility == 1.0-(directionalIntensity/16)*4) if (visibility == 1.0-(directionalIntensity/16)*4)
{ {
@ -73,7 +74,7 @@ float sampleDirectionalShadow(sampler2DShadow shadowMap, vec4 shadowCoord) {
} }
else if (visibility != 1.0) { else if (visibility != 1.0) {
for (int i=0; i<12; i++) { for (int i=0; i<12; i++) {
visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/800.0, shadowCoord.z - bias))); visibility -= directionalIntensity/16*(1.0-texture(shadowMap, vec3(shadowCoord.xy + poissonDisk[i]/stretching, shadowCoord.z - bias)));
} }
} }
return visibility; return visibility;
@ -106,14 +107,24 @@ void main()
if(length(directionalLightVector)>0.0f) { if(length(directionalLightVector)>0.0f) {
vec3 directionalVector = normalize(directionalLightVector); vec3 directionalVector = normalize(directionalLightVector);
float directionalVisibility = 1.0f; float directionalVisibility = 1.0f;
if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.0) { if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.2) {
if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.0) { if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.2) {
directionalVisibility = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0); directionalVisibility = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0);
} }
else if (distanceToBorder(shadowCoord0.xy) <= 0.5 && distanceToBorder(shadowCoord0.xy) > 0.0) {
float directionalVisibility0 = sampleDirectionalShadow(shadowMap_directional0, shadowCoord0);
float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1);
directionalVisibility = mix(directionalVisibility0, directionalVisibility1, distanceToBorder(shadowCoord0.xy) * 5);
}
else { else {
directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1); directionalVisibility = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1);
} }
} }
else if (distanceToBorder(shadowCoord1.xy) <= 0.5 && distanceToBorder(shadowCoord1.xy) > 0.0) {
float directionalVisibility1 = sampleDirectionalShadow(shadowMap_directional1, shadowCoord1);
float directionalVisibility2 = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2);
directionalVisibility = mix(directionalVisibility1, directionalVisibility2, distanceToBorder(shadowCoord1.xy) * 5);
}
else { else {
directionalVisibility = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2); directionalVisibility = sampleDirectionalShadow(shadowMap_directional2, shadowCoord2);
} }