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https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-06 03:29:44 -06:00
cleanup of ringshader; fix singlefisheyegui
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@@ -66,7 +66,6 @@ uniform float orenNayarRoughness;
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in vec4 shadowCoords;
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uniform sampler2DShadow shadowMapTexture;
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//uniform int nShadowSamples;
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uniform float zFightingPercentage;
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#endif
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@@ -278,19 +277,6 @@ Fragment getFragment() {
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normalizedShadowCoords.w = 1.0;
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float sum = 0;
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// for (int i = 0; i < nShadowSamples; ++i) {
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// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-nShadowSamples + i, -nShadowSamples + i));
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// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-nShadowSamples + i, 0));
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// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-nShadowSamples + i, nShadowSamples - i));
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// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0 , -nShadowSamples + i));
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// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0 , nShadowSamples - i));
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// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( nShadowSamples - i, -nShadowSamples + i));
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// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( nShadowSamples - i, 0));
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// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( nShadowSamples - i, nShadowSamples - i));
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// }
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// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0));
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// shadow = sum / (8.0 * nShadowSamples + 1.f);
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#for i in 0..#{nShadowSamples}
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sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, -NSSamples + #{i}));
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sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, 0));
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@@ -300,7 +286,6 @@ Fragment getFragment() {
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sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, -NSSamples + #{i}));
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sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, 0));
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sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, NSSamples - #{i}));
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//}
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#endfor
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sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0));
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shadow = sum / (8.0 * NSSamples + 1.f);
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@@ -39,7 +39,6 @@ uniform float transparency;
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uniform vec3 sunPosition;
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uniform float _nightFactor;
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//uniform int nShadowSamples;
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uniform float zFightingPercentage;
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// temp
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@@ -87,7 +86,6 @@ Fragment getFragment() {
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normalizedShadowCoords.w = 1.0;
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float sum = 0;
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//for (int i = 0; i < NSSamples; ++i) {
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#for i in 0..#{nShadowSamples}
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sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, -NSSamples + #{i}));
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sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, 0));
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@@ -97,7 +95,6 @@ Fragment getFragment() {
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sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, -NSSamples + #{i}));
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sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, 0));
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sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, NSSamples - #{i}));
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//}
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#endfor
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sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0));
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shadow = clamp(sum / (8.0 * NSSamples + 1.f), 0.35, 1.0);
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@@ -325,7 +325,6 @@ void RingsComponent::draw(const RenderData& data,
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_shader->setUniform(_uniformCache.transparency, _transparency);
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_shader->setUniform(_uniformCache.nightFactor, _nightFactor);
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_shader->setUniform(_uniformCache.sunPosition, _sunPosition);
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//_shader->setUniform(_uniformCache.nShadowSamples, _nShadowSamples);
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_shader->setUniform(_uniformCache.zFightingPercentage, _zFightingPercentage);
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ringTextureUnit.activate();
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@@ -376,7 +375,6 @@ void RingsComponent::draw(const RenderData& data,
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void RingsComponent::update(const UpdateData& data) {
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if (_shader->isDirty()) {
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//_shader->rebuildFromFile();
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compileShadowShader();
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}
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