Added PCF shadows

This commit is contained in:
Magnus Norddahl 2017-03-08 01:35:07 +01:00
parent 850e61d1c9
commit cb40c369cd

View file

@ -139,11 +139,10 @@ float R_DoomLightingEquation(float light)
//
//===========================================================================
float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
float sampleShadowmap(vec2 lightpos, vec2 testpos, float v)
{
float u;
float v = (abs(shadowIndex) + 0.5) / 1024.0;
vec2 dir = (pixelpos.xz - lightpos.xz);
vec2 dir = (testpos - lightpos);
if (abs(dir.x) > abs(dir.y))
{
if (dir.x >= 0.0)
@ -163,6 +162,28 @@ float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
return texture(ShadowMap, vec2(u, v)).x > dist2 ? 1.0 : 0.0;
}
//===========================================================================
//
// Check if light is in shadow using Percentage Closer Filtering (PCF)
//
//===========================================================================
#define PCF_FILTER_STEP_COUNT 3
#define PCF_COUNT (PCF_FILTER_STEP_COUNT * 2 + 1)
float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
{
float v = (abs(shadowIndex) + 0.5) / 1024.0;
vec2 dir = (pixelpos.xz - lightpos.xz);
vec2 normal = normalize(vec2(-dir.y, dir.x));
float sum = 0.0;
for (float x = -PCF_FILTER_STEP_COUNT; x <= PCF_FILTER_STEP_COUNT; x++)
{
sum += sampleShadowmap(lightpos.xz, pixelpos.xz + normal * x, v);
}
return sum / PCF_COUNT;
}
//===========================================================================
//
// Standard lambertian diffuse light calculation