diff options
author | Miikka Heikkinen <miikka.heikkinen@theqtcompany.com> | 2014-10-29 09:45:41 +0200 |
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committer | Miikka Heikkinen <miikka.heikkinen@theqtcompany.com> | 2014-10-29 09:45:41 +0200 |
commit | e3a4f132ca2a42af3d4bb889d6a17948b88d26a2 (patch) | |
tree | 554d2b8b3020dc71438301aa696dea1e9a36943a /src/datavisualization/engine/shaders/surfaceShadowNoTex.frag | |
parent | cc50608385cf77a0803431ece1385f341a400b75 (diff) | |
parent | bf716cfdf0afecccdb1f2eabb2e6a172c620fbff (diff) |
Merge branch 'develop'
Conflicts:
.qmake.conf
README
src/datavisualization/global/qdatavisualizationglobal.h
Change-Id: Ia6941dcf3e6aa17e2e9ebc6f60fac16ef5049f11
Diffstat (limited to 'src/datavisualization/engine/shaders/surfaceShadowNoTex.frag')
-rw-r--r-- | src/datavisualization/engine/shaders/surfaceShadowNoTex.frag | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag index 1acf8f69..985214be 100644 --- a/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag +++ b/src/datavisualization/engine/shaders/surfaceShadowNoTex.frag @@ -5,15 +5,17 @@ varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; +varying highp vec4 shadowCoord; uniform highp sampler2DShadow shadowMap; uniform sampler2D textureSampler; -varying highp vec4 shadowCoord; uniform highp vec3 lightPosition_wrld; uniform highp float lightStrength; uniform highp float ambientStrength; uniform highp float shadowQuality; uniform highp vec4 lightColor; +uniform highp float gradMin; +uniform highp float gradHeight; highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), vec2(0.94558609, -0.76890725), @@ -33,7 +35,7 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), vec2(0.14383161, -0.14100790)); void main() { - highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0); + highp vec2 gradientUV = vec2(0.0, gradMin + coords_mdl.y * gradHeight); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; highp vec3 materialSpecularColor = lightColor.rgb; @@ -47,7 +49,7 @@ void main() { highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0); highp float bias = 0.005 * tan(acos(cosTheta)); - bias = clamp(bias, 0.0, 0.01); + bias = clamp(bias, 0.001, 0.01); vec4 shadCoords = shadowCoord; shadCoords.z -= bias; |