From 818e29d4c4fd4344df20328ec3fe693acc67e11a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tomi=20Korpip=C3=A4=C3=A4?= Date: Mon, 20 Jan 2014 10:02:22 +0200 Subject: Fixed disappearing of shadows on background Task-number: QTRD-2627 Change-Id: Iac3ce3628382cc2416f842966591bc1b7f1dcbd2 Change-Id: Iac3ce3628382cc2416f842966591bc1b7f1dcbd2 Reviewed-by: Miikka Heikkinen --- src/datavisualization/engine/shaders/shadow.frag | 22 +++------------------- 1 file changed, 3 insertions(+), 19 deletions(-) (limited to 'src/datavisualization/engine/shaders/shadow.frag') 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); } -- cgit v1.2.3