https://github.com/lwt831/Real-time-Locally-Injective-Volumetric-Deformation
Tip revision: 8da858a9a496faf7eb26f1854e8db3c57776c0e0 authored by lwt831 on 30 April 2021, 08:00:14 UTC
Update Readme
Update Readme
Tip revision: 8da858a
geoInfo.fs
#version 330
layout (location = 0) out vec3 gPosition;
layout (location = 1) out vec4 gNormalAndShadow; //gNormalAndShadow = vec4(Normal, IsShadow);
layout (location = 2) out vec4 gColor;
in vec2 TexCoord;
in vec3 FragPos;
in vec3 Normal;
in vec4 fPosLightSpace;
in float fDis;
uniform sampler2D shadowMap;
uniform sampler2D Img;
uniform vec4 color;
uniform vec3 LightDirection;
uniform bool vizDis;
uniform bool vizTex;
uniform float textScale;
float ShadowCalculation(vec4 fragPosLightSpace, vec3 fNormal)
{
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
float closestDepth = texture(shadowMap, projCoords.xy).w;
float currentDepth = projCoords.z;
float bias = max(0.005 * (1.0 - dot(fNormal, LightDirection)), 0.0005);
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
for(int x = -1; x <= 1; ++x)
{
for(int y = -1; y <= 1; ++y)
{
if(projCoords.z > 1.0)
shadow += 0.0;
else
{
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
shadow += currentDepth - bias > pcfDepth ? 0.5f : 0.0f;
}
}
}
shadow /= 9.0;
return shadow;
}
void main()
{
gPosition = FragPos;
vec3 fNormal = normalize(Normal);
float shadow = ShadowCalculation(fPosLightSpace, fNormal);
gNormalAndShadow = vec4(fNormal, shadow);
vec4 ocolor = vizTex ? vec4((texture(Img, TexCoord/textScale).rgb), 1.0) : color;
ocolor = vizDis ? vec4((texture(Img, vec2(fDis, 1)).rgb), 1.0) : ocolor;
gColor = ocolor;
}