diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-01-20 10:02:22 +0200 |
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committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2014-01-20 10:07:15 +0200 |
commit | 818e29d4c4fd4344df20328ec3fe693acc67e11a (patch) | |
tree | a1aa03f3d32cd4edb9ac76e9bda10d3fa2cd963e /src/datavisualization/engine/shaders/shadowNoTex.frag | |
parent | 51deca1429e1097be3108a5dc28a4897944fed1a (diff) |
Fixed disappearing of shadows on background
Task-number: QTRD-2627
Change-Id: Iac3ce3628382cc2416f842966591bc1b7f1dcbd2
Change-Id: Iac3ce3628382cc2416f842966591bc1b7f1dcbd2
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/engine/shaders/shadowNoTex.frag')
-rw-r--r-- | src/datavisualization/engine/shaders/shadowNoTex.frag | 39 |
1 files changed, 3 insertions, 36 deletions
diff --git a/src/datavisualization/engine/shaders/shadowNoTex.frag b/src/datavisualization/engine/shaders/shadowNoTex.frag index 12e86cb3..d54efea9 100644 --- a/src/datavisualization/engine/shaders/shadowNoTex.frag +++ b/src/datavisualization/engine/shaders/shadowNoTex.frag @@ -30,29 +30,6 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), vec2(0.19984126, 0.78641367), vec2(0.14383161, -0.14100790)); -/*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); - float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); - return fract(sin(dot_product) * 43758.5453); -}*/ - void main() { highp vec3 materialDiffuseColor = color_mdl.rgb; highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor; @@ -71,10 +48,7 @@ void main() { vec4 shadCoords = shadowCoord; shadCoords.z -= bias; - // adjust shadow strength by increasing the multiplier and lowering the addition (their sum must be 1) - // 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 = 0.6; for (int i = 0; i < 15; i++) { vec4 shadCoordsPD = shadCoords; @@ -82,18 +56,11 @@ void main() { shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality; visibility += 0.025 * shadow2DProj(shadowMap, shadCoordsPD).r; } - // stratified poisson; produces noise but hides pixel edges well - /*for (int i = 0; i < 15; i++) { - vec4 shadCoordsPD = shadCoords; - int index = int(16.0 * random(gl_FragCoord.xyy, i)); - shadCoordsPD.xy += poissonDisk[index] / 150.0; - visibility += 0.05 * shadow2DProj(shadowMap, shadCoordsPD).r; - } - */ gl_FragColor.rgb = - visibility * (materialAmbientColor + + (materialAmbientColor + materialDiffuseColor * lightStrength * cosTheta + materialSpecularColor * lightStrength * pow(cosAlpha, 10)); gl_FragColor.a = 1.0; + gl_FragColor.rgb = visibility * clamp(gl_FragColor.rgb, 0.0, 1.0); } |