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-rw-r--r--src/datavisualization/engine/shaders/shadow.frag22
1 files changed, 3 insertions, 19 deletions
diff --git a/src/datavisualization/engine/shaders/shadow.frag b/src/datavisualization/engine/shaders/shadow.frag
index 6d212c08..e2286dc5 100644
--- a/src/datavisualization/engine/shaders/shadow.frag
+++ b/src/datavisualization/engine/shaders/shadow.frag
@@ -31,12 +31,6 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216),
vec2(0.19984126, 0.78641367),
vec2(0.14383161, -0.14100790));
-/*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 = texture2D(textureSampler, UV).rgb;
highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor;
@@ -55,10 +49,7 @@ 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;
@@ -66,18 +57,11 @@ 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 = texture2D(textureSampler, UV).a;
+ gl_FragColor.rgb = visibility * clamp(gl_FragColor.rgb, 0.0, 1.0);
}