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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-09-02 09:35:09 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2013-09-02 09:37:59 +0300
commit5299755440a19ab7c2e4fd2bc6ac0f39a7ee319b (patch)
treec71fa96578388a2a54fc064e751c1cdcc458c2a2 /src/datavis3d/engine/shaders
parent15f8c86385a055d35b07519e4bf8c8f1aa915ea3 (diff)
Option for softer shadows added
+ fixed a shadow shader bug that caused a little bit of shadowing always Change-Id: Ia39ff5d92d2aca32e4f6c5a3bd6d68213564254a Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavis3d/engine/shaders')
-rw-r--r--src/datavis3d/engine/shaders/shadow.frag2
-rw-r--r--src/datavis3d/engine/shaders/shadowNoTex.frag34
-rw-r--r--src/datavis3d/engine/shaders/shadowNoTexColorOnY.frag2
3 files changed, 19 insertions, 19 deletions
diff --git a/src/datavis3d/engine/shaders/shadow.frag b/src/datavis3d/engine/shaders/shadow.frag
index c299e25c..5309b5bb 100644
--- a/src/datavis3d/engine/shaders/shadow.frag
+++ b/src/datavis3d/engine/shaders/shadow.frag
@@ -58,7 +58,7 @@ void main() {
// direct method; needs large shadow texture to look good
//highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25;
// poisson disk sampling; smoothes edges
- highp float visibility = 0.4;
+ highp float visibility = 0.6;
for (int i = 0; i < 15; i++) {
vec4 shadCoordsPD = shadCoords;
shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;
diff --git a/src/datavis3d/engine/shaders/shadowNoTex.frag b/src/datavis3d/engine/shaders/shadowNoTex.frag
index b63075de..9ee20864 100644
--- a/src/datavis3d/engine/shaders/shadowNoTex.frag
+++ b/src/datavis3d/engine/shaders/shadowNoTex.frag
@@ -30,22 +30,22 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
vec2(0.19984126, 0.78641367),
vec2(0.14383161, -0.14100790));
-/*const highp vec2 poissonDisk[16] = vec2[](vec2(-0.25, -0.25),
- vec2(0.25, -0.25),
- vec2(-0.25, 0.25),
- vec2(0.25, 0.25),
- vec2(-0.5, -0.5),
- vec2(0.5, -0.5),
- vec2(-0.5, 0.5),
- vec2(0.5, 0.5),
- vec2(-0.75, -0.75),
- vec2(0.75, -0.75),
- vec2(-0.75, 0.75),
- vec2(0.75, 0.75),
- vec2(-1.0, -1.0),
- vec2(1.0, -1.0),
- vec2(-1.0, 1.0),
- vec2(1.0, 1.0));*/
+/*highp vec2 poissonDisk[16] = vec2[16](vec2(-0.25, -0.25),
+ vec2(0.25, -0.25),
+ vec2(-0.25, 0.25),
+ vec2(0.25, 0.25),
+ vec2(-0.5, -0.5),
+ vec2(0.5, -0.5),
+ vec2(-0.5, 0.5),
+ vec2(0.5, 0.5),
+ vec2(-0.75, -0.75),
+ vec2(0.75, -0.75),
+ vec2(-0.75, 0.75),
+ vec2(0.75, 0.75),
+ vec2(-1.0, -1.0),
+ vec2(1.0, -1.0),
+ vec2(-1.0, 1.0),
+ vec2(1.0, 1.0));*/
/*float random(vec3 seed, int i) {
vec4 seed4 = vec4(seed, i);
@@ -75,7 +75,7 @@ void main() {
// direct method; needs large shadow texture to look good
//highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25;
// poisson disk sampling; smoothes edges
- highp float visibility = 0.4;
+ highp float visibility = 0.6;
for (int i = 0; i < 15; i++) {
vec4 shadCoordsPD = shadCoords;
shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;
diff --git a/src/datavis3d/engine/shaders/shadowNoTexColorOnY.frag b/src/datavis3d/engine/shaders/shadowNoTexColorOnY.frag
index cea83786..957d2b0b 100644
--- a/src/datavis3d/engine/shaders/shadowNoTexColorOnY.frag
+++ b/src/datavis3d/engine/shaders/shadowNoTexColorOnY.frag
@@ -58,7 +58,7 @@ void main() {
// direct method; needs large shadow texture to look good
//highp float visibility = 0.75 * shadow2DProj(shadowMap, shadCoords).r + 0.25;
// poisson disk sampling; smoothes edges
- highp float visibility = 0.4;
+ highp float visibility = 0.6;
for (int i = 0; i < 15; i++) {
vec4 shadCoordsPD = shadCoords;
shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality;