Disable self shadowing for now to gain some fps on older GPU. Should be configurable in the future
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f71d794866
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2 changed files with 8 additions and 8 deletions
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@ -18,7 +18,7 @@ const float scale = 1.0;
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float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
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{
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const int linear_search_steps = 20;
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const int linear_search_steps = 10;
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float size = 1.0 / float(linear_search_steps);
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float depth = 0.0;
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@ -97,18 +97,18 @@ void main (void)
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
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vec3 l = gl_LightSource[0].position.xyz;
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vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
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float shadow_factor = 1.0;
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/*
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// Shadow
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dp += ds * d;
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vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
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ds = sl.xy * depth_factor / sl.z;
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dp -= ds * d;
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float dl = ray_intersect(NormalTex, dp, ds);
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float shadow_factor = 1.0;
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if ( dl < d - 0.05 )
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shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
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// end shadow
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*/
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vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
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c1 *= ambient_light;
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@ -24,7 +24,7 @@ const float zNear = 100.0;
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float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds)
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{
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const int linear_search_steps = 20;
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const int linear_search_steps = 10;
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float size = 1.0 / float(linear_search_steps);
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float depth = 0.0;
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@ -76,18 +76,18 @@ void main (void)
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vec3 l = gl_LightSource[0].position.xyz;
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vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l));
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float shadow_factor = 1.0;
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/*
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// Shadow
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dp += ds * d;
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vec3 sl = normalize( vec3( dot( l, VTangent ), dot( l, VBinormal ), dot( -l, VNormal ) ) );
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ds = sl.xy * depth_factor / sl.z;
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dp -= ds * d;
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float dl = ray_intersect(NormalTex, dp, ds);
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float shadow_factor = 1.0;
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if ( dl < d - 0.05 )
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shadow_factor = dot( constantColor.xyz, vec3( 1.0, 1.0, 1.0 ) ) * 0.25;
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// end shadow
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*/
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vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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float reflectance = ambient_light.r * 0.3 + ambient_light.g * 0.59 + ambient_light.b * 0.11;
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if ( shadow_factor < 1.0 )
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