Small fixes, optimizations and different default scene

This commit is contained in:
saschawillems 2017-12-10 12:22:13 +01:00
parent 3c150e18f3
commit da17b70fda
3 changed files with 30 additions and 30 deletions

View file

@ -50,7 +50,7 @@ float textureProj(vec4 P, vec2 offset, uint cascadeIndex)
float filterPCF(vec4 sc, uint cascadeIndex)
{
ivec2 texDim = textureSize(shadowMap, 0).xy;
float scale = 1.5;
float scale = 0.75;
float dx = scale * 1.0 / float(texDim.x);
float dy = scale * 1.0 / float(texDim.y);
@ -93,23 +93,23 @@ void main()
vec3 H = normalize(L + inViewPos);
float diffuse = max(dot(N, L), 0.0);
vec3 lightColor = vec3(1.0);
outFragColor.rgb = max(lightColor * (diffuse ), vec3(0.0));
outFragColor.rgb = max(lightColor * (diffuse * inColor), vec3(0.0));
outFragColor.rgb *= shadow;
// Color cascades (if enabled)
if (ubo.colorCascades == 1) {
switch(cascadeIndex) {
case 0 :
outFragColor.rgb *= vec3(1.0f, 0.0f, 0.0f);
outFragColor.rgb *= vec3(1.0f, 0.25f, 0.25f);
break;
case 1 :
outFragColor.rgb *= vec3(0.0f, 1.0f, 0.0f);
outFragColor.rgb *= vec3(0.25f, 1.0f, 0.25f);
break;
case 2 :
outFragColor.rgb *= vec3(0.0f, 0.0f, 1.0f);
outFragColor.rgb *= vec3(0.25f, 0.25f, 1.0f);
break;
case 3 :
outFragColor.rgb *= vec3(1.0f, 1.0f, 0.0f);
outFragColor.rgb *= vec3(1.0f, 1.0f, 0.25f);
break;
}
}