cleanup of ringshader; fix singlefisheyegui

This commit is contained in:
Micah Acinapura
2020-01-31 10:28:37 -05:00
parent a69e9bc60f
commit 1b4e32d8f2
4 changed files with 1 additions and 22 deletions

View File

@@ -66,7 +66,6 @@ uniform float orenNayarRoughness;
in vec4 shadowCoords;
uniform sampler2DShadow shadowMapTexture;
//uniform int nShadowSamples;
uniform float zFightingPercentage;
#endif
@@ -278,19 +277,6 @@ Fragment getFragment() {
normalizedShadowCoords.w = 1.0;
float sum = 0;
// for (int i = 0; i < nShadowSamples; ++i) {
// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-nShadowSamples + i, -nShadowSamples + i));
// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-nShadowSamples + i, 0));
// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-nShadowSamples + i, nShadowSamples - i));
// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0 , -nShadowSamples + i));
// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0 , nShadowSamples - i));
// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( nShadowSamples - i, -nShadowSamples + i));
// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( nShadowSamples - i, 0));
// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( nShadowSamples - i, nShadowSamples - i));
// }
// sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0));
// shadow = sum / (8.0 * nShadowSamples + 1.f);
#for i in 0..#{nShadowSamples}
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, -NSSamples + #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, 0));
@@ -300,7 +286,6 @@ Fragment getFragment() {
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, -NSSamples + #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, 0));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, NSSamples - #{i}));
//}
#endfor
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0));
shadow = sum / (8.0 * NSSamples + 1.f);

View File

@@ -39,7 +39,6 @@ uniform float transparency;
uniform vec3 sunPosition;
uniform float _nightFactor;
//uniform int nShadowSamples;
uniform float zFightingPercentage;
// temp
@@ -87,7 +86,6 @@ Fragment getFragment() {
normalizedShadowCoords.w = 1.0;
float sum = 0;
//for (int i = 0; i < NSSamples; ++i) {
#for i in 0..#{nShadowSamples}
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, -NSSamples + #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, 0));
@@ -97,7 +95,6 @@ Fragment getFragment() {
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, -NSSamples + #{i}));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, 0));
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, NSSamples - #{i}));
//}
#endfor
sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0));
shadow = clamp(sum / (8.0 * NSSamples + 1.f), 0.35, 1.0);

View File

@@ -325,7 +325,6 @@ void RingsComponent::draw(const RenderData& data,
_shader->setUniform(_uniformCache.transparency, _transparency);
_shader->setUniform(_uniformCache.nightFactor, _nightFactor);
_shader->setUniform(_uniformCache.sunPosition, _sunPosition);
//_shader->setUniform(_uniformCache.nShadowSamples, _nShadowSamples);
_shader->setUniform(_uniformCache.zFightingPercentage, _zFightingPercentage);
ringTextureUnit.activate();
@@ -376,7 +375,6 @@ void RingsComponent::draw(const RenderData& data,
void RingsComponent::update(const UpdateData& data) {
if (_shader->isDirty()) {
//_shader->rebuildFromFile();
compileShadowShader();
}