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Commit f6283ad1 authored by Rider Linden's avatar Rider Linden
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Merged in graham_linden/viewer-eep-fixes (pull request #338)

SL-10854
parents d7789999 09bb0336
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......@@ -194,8 +194,10 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
float da = dot(norm.xyz, light_dir.xyz);
da = clamp(da, 0.0, 1.0);
da = pow(da, 1.0 / 1.3);
float final_da = da;
final_da = clamp(final_da, 0.0f, 1.0f);
final_da = pow(final_da, 1.0/1.3);
vec4 color = vec4(0,0,0,0);
......@@ -205,9 +207,10 @@ void main()
float ambient = abs(da);
ambient *= 0.5;
ambient *= ambient;
ambient = max(0.9, ambient); // keeps shadows dark
ambient = 1.0 - ambient;
vec3 sun_contrib = min(da, shadow) * sunlit;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
color.rgb *= ambient;
color.rgb += sun_contrib;
......
......@@ -296,16 +296,18 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float da = dot(norm.xyz, light_dir.xyz);
da = clamp(da, 0.0, 1.0);
da = pow(da, 1.0 / 1.3);
float final_da = da;
final_da = clamp(final_da, 0.0, 1.0);
final_da = pow(final_da, 1.0 / 1.3);
float ambient = abs(da);
ambient *= 0.5;
ambient *= ambient;
ambient = max(0.9, ambient);
ambient = 1.0 - ambient;
float final_da = min(da, shadow);
vec3 sun_contrib = final_da * sunlit;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
......
......@@ -51,15 +51,12 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul,
stc.xyz /= stc.w;
stc.z += shadow_bias * bias_mul * 2.0;
stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs * 4.0;
shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
return shadow * 0.125;
}
......
......@@ -94,18 +94,20 @@ void main()
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
float light_gamma = 1.0/1.3;
float scol = 1.0;
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
float da = dot(normalize(norm.xyz), light_dir.xyz);
da = clamp(da, 0.0, 1.0);
float light_gamma = 1.0/1.3;
da = pow(da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
scol = max(scol_ambocc.r, diffuse.a);
//scol = pow(scol, light_gamma);
float final_da = da;
final_da = clamp(final_da, 0.0, 1.0);
final_da = pow(final_da, light_gamma);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 col;
......@@ -123,9 +125,10 @@ void main()
float ambient = abs(da);
ambient *= 0.5;
ambient *= ambient;
ambient = max(0.9, ambient);
ambient = 1.0 - ambient;
vec3 sun_contrib = min(da,scol) * sunlit;
vec3 sun_contrib = min(scol, final_da) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
......
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