fix night shadows
This commit is contained in:
parent
11283f9a33
commit
1a3fb9f5b3
@ -3,6 +3,7 @@
|
||||
|
||||
uniform sampler2DShadow u_shadows[2];
|
||||
uniform mat4 u_shadowsMatrix[2];
|
||||
uniform float u_dayTime;
|
||||
|
||||
uniform int u_shadowsRes;
|
||||
|
||||
@ -22,7 +23,7 @@ float calc_shadow() {
|
||||
shadow = 0.0;
|
||||
|
||||
// TODO: optimize
|
||||
if (dot(a_realnormal, u_sunDir) < 0.0) {
|
||||
if (dot(a_realnormal, u_sunDir) < 0.0 || true) {
|
||||
if (a_distance > 128) {
|
||||
for (int y = -1; y <= 1; y++) {
|
||||
for (int x = -1; x <= 1; x++) {
|
||||
@ -48,7 +49,9 @@ float calc_shadow() {
|
||||
}
|
||||
shadow /= 25;
|
||||
}
|
||||
shadow = shadow * 0.5 + 0.5;
|
||||
float s = abs(cos(u_dayTime * 3.141592 * 2.0));
|
||||
s = pow(s, 0.7);
|
||||
shadow = mix(0.5, shadow * 0.5 + 0.5, s);
|
||||
} else {
|
||||
shadow = 0.5;
|
||||
}
|
||||
|
||||
@ -370,7 +370,12 @@ void WorldRenderer::generateShadowsMap(
|
||||
shadowCamera.perspective = false;
|
||||
shadowCamera.setAspectRatio(1.0f);
|
||||
|
||||
float sunAngle = glm::radians(fmod(90.0f - worldInfo.daytime * 360.0f, 180.0f));
|
||||
float t = worldInfo.daytime - 0.25f;
|
||||
if (t < 0.0f) {
|
||||
t += 1.0f;
|
||||
}
|
||||
t = fmod(t, 0.5f);
|
||||
float sunAngle = glm::radians(90.0f - (t + 0.25f) * 360.0f);
|
||||
shadowCamera.rotate(
|
||||
sunAngle,
|
||||
glm::radians(-45.0f),
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user