我有一个实现阴影映射的着色器,如下所示:
#version 430 core
out vec4 color;
in VS_OUT {
vec3 N;
vec3 L;
vec3 V;
vec4 shadow_coord;
} fs_in;
layout(binding = 0) uniform sampler2DShadow shadow_tex;
uniform vec3 light_ambient_albedo = vec3(1.0);
uniform vec3 light_diffuse_albedo = vec3(1.0);
uniform vec3 light_specular_albedo = vec3(1.0);
uniform vec3 ambient_albedo = vec3(0.1, 0.1, 0.2);
uniform vec3 diffuse_albedo = vec3(0.4, 0.4, 0.8);
uniform vec3 specular_albedo = vec3(0.0, 0.0, 0.0);
uniform float specular_power = 128.0;
void main(void) {
//color = vec4(0.4, 0.4, 0.8, 1.0);
//normalize
vec3 N = normalize(fs_in.N);
vec3 L = normalize(fs_in.L);
vec3 V = normalize(fs_in.V);
//calculate R
vec3 R = reflect(-L, N);
//calcualte ambient
vec3 ambient = ambient_albedo * light_ambient_albedo;
//calculate diffuse
vec3 diffuse = max(dot(N, L), 0.0) * diffuse_albedo * light_diffuse_albedo;
//calcualte spcular
vec3 specular = pow(max(dot(R, V), 0.0), specular_power) * specular_albedo * light_specular_albedo;
//write color
color = textureProj(shadow_tex, fs_in.shadow_coord) * vec4(ambient + diffuse + specular, 0.5);
//if in shadow, then multiply color by 0.5 ^^, except alpha
}
我想要做的是首先检查片段是否确实在阴影中,然后才更改颜色(将其减半,使其变为全黑和原始颜色之间的一半)。
但是如何检查textureProj(...)
结果是否确实在阴影中,据我所知它返回一个标准化float
值。
类似的东西textureProj(...) > 0.9999
已经足够了吗?我知道如果您使用多重采样,它可以返回零或一以外的值,并且我希望行为不会只在某一点中断。
输出顶点着色器:
#version 430 core
layout(location = 0) in vec4 position;
layout(location = 0) uniform mat4 model_matrix;
layout(location = 1) uniform mat4 view_matrix;
layout(location = 2) uniform mat4 proj_matrix;
layout(location = 3) uniform mat4 shadow_matrix;
out VS_OUT {
vec3 N;
vec3 L;
vec3 V;
vec4 shadow_coord;
} vs_out;
uniform vec4 light_pos = vec4(-20.0, 7.5, -20.0, 1.0);
void main(void) {
vec4 local_light_pos = view_matrix * light_pos;
vec4 p = view_matrix * model_matrix * position;
//normal
vs_out.N = vec3(0.0, 1.0, 0.0);
//light vector
vs_out.L = local_light_pos.xyz - p.xyz;
//view vector
vs_out.V = -p.xyz;
//light space coordinates
vs_out.shadow_coord = shadow_matrix * position;
gl_Position = proj_matrix * p;
}
请注意,片段着色器用于地形,顶点着色器用于地板,因此两者之间可能存在细微的不一致,但它们应该是不相关的。
shadow_matrix
是作为 传入的制服bias_matrix * light_projection_matrix * light_view_matrix * light_model_matrix
。